diff --git a/Documents/Treasure/Artifacts.md b/Documents/Gamemastering/Artifacts.md similarity index 99% rename from Documents/Treasure/Artifacts.md rename to Documents/Gamemastering/Artifacts.md index c2df8e1..303d60e 100644 --- a/Documents/Treasure/Artifacts.md +++ b/Documents/Gamemastering/Artifacts.md @@ -1,6 +1,6 @@ # Artifacts -### Orb of Dragonkind +## Orb of Dragonkind *Wondrous item, artifact (requires attunement)* diff --git a/Documents/Monsters/Stat-Blocks.md b/Documents/Gamemastering/Monster Stat Blocks.md similarity index 99% rename from Documents/Monsters/Stat-Blocks.md rename to Documents/Gamemastering/Monster Stat Blocks.md index a64a6f5..fc5a12d 100644 --- a/Documents/Monsters/Stat-Blocks.md +++ b/Documents/Gamemastering/Monster Stat Blocks.md @@ -34,7 +34,7 @@ The game includes the following monster types, which have no rules of their own. **Undead** are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters. -#### Tags +### Tags A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the *humanoid (orc)* type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag. diff --git a/Documents/Treasure/Sentient Magic.md b/Documents/Gamemastering/Sentient Magic.md similarity index 98% rename from Documents/Treasure/Sentient Magic.md rename to Documents/Gamemastering/Sentient Magic.md index e2a9f41..43cb7ee 100644 --- a/Documents/Treasure/Sentient Magic.md +++ b/Documents/Gamemastering/Sentient Magic.md @@ -6,15 +6,15 @@ Most sentient items are weapons. Other kinds of items can manifest sentience, bu Sentient magic items function as NPCs under the GM's control. Any activated property of the item is under the item's control, not its wielder's. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder. -### Creating Sentient Magic Items +## Creating Sentient Magic Items When you decide to make a magic item sentient, you create the item's persona in the same way you would create an NPC, with a few exceptions described here. -#### Abilities +### Abilities A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item's abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest. -#### Communication +### Communication A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table. @@ -27,7 +27,7 @@ A sentient item has some ability to communicate, either by sharing its emotions, | 91-100 | The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it. | | | | -#### Senses +### Senses With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table. @@ -41,7 +41,7 @@ With sentience comes awareness. A sentient item can perceive its surroundings ou | 4 | Hearing and darkvision out to 120 feet. | | | | -#### Alignment +### Alignment A sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table. @@ -60,7 +60,7 @@ A sentient magic item has an alignment. Its creator or nature might suggest an a | 97-100 | Chaotic evil | | | | -#### Special Purpose +### Special Purpose You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder's use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table. @@ -80,7 +80,7 @@ You can give a sentient item an objective it pursues, perhaps to the exclusion o | 10 | Creator Seeker: The item seeks its creator and wants to understand why it was created. | | | | -#### Conflict +### Conflict A sentient item has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the item's alignment or purpose, conflict can arise. When such a conflict occurs, the item makes a Charisma check contested by the wielder's Charisma check. If the item wins the contest, it makes one or more of the following demands: diff --git a/Documents/Races/Trait-Blocks.md b/Documents/Gameplay/Racial Traits.md similarity index 100% rename from Documents/Races/Trait-Blocks.md rename to Documents/Gameplay/Racial Traits.md diff --git a/Documents/Spells/Spell Lists.md b/Documents/Gameplay/Spell Lists.md similarity index 100% rename from Documents/Spells/Spell Lists.md rename to Documents/Gameplay/Spell Lists.md diff --git a/Documents/Spells/Casting.md b/Documents/Gameplay/Spellcasting.md similarity index 100% rename from Documents/Spells/Casting.md rename to Documents/Gameplay/Spellcasting.md diff --git a/Documents/Monsters/Aboleth.md b/Documents/Monsters/Aboleth.md new file mode 100644 index 0000000..5055f81 --- /dev/null +++ b/Documents/Monsters/Aboleth.md @@ -0,0 +1,51 @@ +## Aboleth + +*Large aberration, lawful evil* + +**Armor Class** 17 (natural armor) + +**Hit Points** 135 (18d10+36) + +**Speed** 10 ft., swim 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|---------|---------|---------| +| 21 (+5) | 9 (-1) | 15 (+2) | 18 (+4) | 15 (+2) | 18 (+4) | + +**Saving Throws** Con +6, Int +8, Wis +6 + +**Skills** History +12, Perception +10 + +**Senses** darkvision 120 ft., passive Perception 20 + +**Languages** Deep Speech, telepathy 120 ft. + +**Challenge** 10 (5,900 XP) + +***Amphibious***. The aboleth can breathe air and water. + +***Mucous Cloud***. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. + +***Probing Telepathy***. If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature. + +###### Actions + +***Multiattack***. The aboleth makes three tentacle attacks. + +***Tentacle***. *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 12 (2d6+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by *heal* or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. + +***Tail***. *Melee Weapon Attack:* +9 to hit, reach 10 ft. one target. *Hit:* 15 (3d6+5) bludgeoning damage. + +***Enslave (3/Day)***. The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. + +Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth. + +###### Legendary Actions + +The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn. + +**Detect**. The aboleth makes a Wisdom (Perception) check. + +**Tail Swipe**. The aboleth makes one tail attack. + +**Psychic Drain (Costs 2 Actions)**. One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes. \ No newline at end of file diff --git a/Documents/Monsters/Acolyte (NPC).md b/Documents/Monsters/Acolyte (NPC).md new file mode 100644 index 0000000..9dba067 --- /dev/null +++ b/Documents/Monsters/Acolyte (NPC).md @@ -0,0 +1,32 @@ +### Acolyte + +*Medium humanoid (any race), any alignment* + +**Armor Class** 10 + +**Hit Points** 9 (2d8) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 14 (+2) | 11 (+0) | + +**Skills** Medicine +4, Religion +2 + +**Senses** passive Perception 12 + +**Languages** any one language (usually Common) + +**Challenge** 1/4 (50 XP) + +***Spellcasting***. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: + +Cantrips (at will): *light*, *sacred flame*, *thaumaturgy* +1st level (3 slots): *bless*, *cure wounds*, *sanctuary* + +###### Actions + +***Club***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage. + +**Acolytes** are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities. \ No newline at end of file diff --git a/Documents/Monsters/Adult Black Dragon (Chromatic).md b/Documents/Monsters/Adult Black Dragon (Chromatic).md new file mode 100644 index 0000000..c0b4aac --- /dev/null +++ b/Documents/Monsters/Adult Black Dragon (Chromatic).md @@ -0,0 +1,53 @@ +# Adult Black Dragon (Chromatic) + +*Huge dragon, chaotic evil* + +**Armor Class** 19 (natural armor) + +**Hit Points** 195 (17d12+85) + +**Speed** 40 ft., fly 80 ft., swim 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 23 (+6) | 14 (+2) | 21 (+5) | 14 (+2) | 13 (+1) | 17 (+3) | + +**Saving Throws** Dex +7, Con +10, Wis +6, Cha +8 + +**Skills** Perception +11, Stealth +7 + +**Damage Immunities** acid + +**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 + +**Languages** Common, Draconic + +**Challenge** 14 (11,500 XP) + +***Amphibious***. The dragon can breathe air and water. + +***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. + +###### Actions + +***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage plus 4 (1d8) acid damage. + +***Claw***. *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. + +***Tail***. *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8+6) bludgeoning damage. + +***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + +***Acid Breath (Recharge 5-6)***. The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. + +###### Legendary Actions + +The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + +**Detect**. The dragon makes a Wisdom (Perception) check. + +**Tail Attack**. The dragon makes a tail attack. + +**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \ No newline at end of file diff --git a/Documents/Monsters/Adult Blue Dragon (Chromatic).md b/Documents/Monsters/Adult Blue Dragon (Chromatic).md new file mode 100644 index 0000000..28a986e --- /dev/null +++ b/Documents/Monsters/Adult Blue Dragon (Chromatic).md @@ -0,0 +1,51 @@ +# Adult Blue Dragon (Chromatic) + +*Huge dragon, lawful evil* + +**Armor Class** 19 (natural armor) + +**Hit Points** 225 (18d12+108) + +**Speed** 40 ft., burrow 30 ft., fly 80 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 25 (+7) | 10 (+0) | 23 (+6) | 16 (+3) | 15 (+2) | 19 (+4) | + +**Saving Throws** Dex +5, Con +11, Wis +7, Cha +9 + +**Skills** Perception +12, Stealth +5 + +**Damage Immunities** lightning + +**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 + +**Languages** Common, Draconic + +**Challenge** 16 (15,000 XP) + +***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. + +###### Actions + +***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 18 (2d10+7) piercing damage plus 5 (1d10) lightning damage. + +***Claw***. *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 14 (2d6+7) slashing damage. + +***Tail***. *Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. *Hit:* 16 (2d8+7) bludgeoning damage. + +***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + +***Lightning Breath (Recharge 5-6)***. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. + +###### Legendary Actions + +The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + +**Detect**. The dragon makes a Wisdom (Perception) check. + +**Tail Attack**. The dragon makes a tail attack. + +**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \ No newline at end of file diff --git a/Documents/Monsters/Adult Brass Dragon (Metallic).md b/Documents/Monsters/Adult Brass Dragon (Metallic).md new file mode 100644 index 0000000..85d2faf --- /dev/null +++ b/Documents/Monsters/Adult Brass Dragon (Metallic).md @@ -0,0 +1,55 @@ +# Adult Brass Dragon (Metallic) + +*Huge dragon, chaotic good* + +**Armor Class** 18 (natural armor) + +**Hit Points** 172 (15d12+75) + +**Speed** 40 ft., burrow 30 ft., fly 80 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 23 (+6) | 10 (+0) | 21 (+5) | 14 (+2) | 13 (+1) | 17 (+3) | + +**Saving Throws** Dex +5, Con +10, Wis +6, Cha +8 + +**Skills** History +7, Perception +11, Persuasion +8, Stealth +5 + +**Damage Immunities** fire + +**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 + +**Languages** Common, Draconic + +**Challenge** 13 (10,000 XP) + +***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. + +###### Actions + +***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage. + +***Claw***. *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. + +***Tail***. *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8+6) bludgeoning damage. + +***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + +***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. + +**Fire Breath**. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one. + +**Sleep Breath**. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. + +###### Legendary Actions + +The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + +**Detect**. The dragon makes a Wisdom (Perception) check. + +**Tail Attack**. The dragon makes a tail attack. + +**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \ No newline at end of file diff --git a/Documents/Monsters/Adult Bronze Dragon (Metallic).md b/Documents/Monsters/Adult Bronze Dragon (Metallic).md new file mode 100644 index 0000000..b572a2c --- /dev/null +++ b/Documents/Monsters/Adult Bronze Dragon (Metallic).md @@ -0,0 +1,61 @@ +# Adult Bronze Dragon (Metallic) + +*Huge dragon, lawful good* + +**Armor Class** 19 (natural armor) + +**Hit Points** 212 (17d12+102) + +**Speed** 40 ft., fly 80 ft., swim 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 25 (+7) | 10 (+0) | 23 (+6) | 16 (+3) | 15 (+2) | 19 (+4) | + +**Saving Throws** Dex +5, Con +11, Wis +7, Cha +9 + +**Skills** Insight +7, Perception +12, Stealth +5 + +**Damage Immunities** lightning + +**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 + +**Languages** Common, Draconic + +**Challenge** 15 (13,000 XP) + +***Amphibious***. The dragon can breathe air and water. + +***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. + +###### Actions + +***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 18 (2d10+7) piercing damage. + +***Claw***. *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 14 (2d6+7) slashing damage. + +***Tail***. *Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. *Hit:* 16 (2d8+7) bludgeoning damage. + +***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + +***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. + +**Lightning Breath**. The dragon exhales lightning in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. + +**Repulsion Breath**. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. + +***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). + +In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + +###### Legendary Actions + +The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + +**Detect**. The dragon makes a Wisdom (Perception) check. + +**Tail Attack**. The dragon makes a tail attack. + +**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \ No newline at end of file diff --git a/Documents/Monsters/Adult Copper Dragon (Metallic).md b/Documents/Monsters/Adult Copper Dragon (Metallic).md new file mode 100644 index 0000000..79284ea --- /dev/null +++ b/Documents/Monsters/Adult Copper Dragon (Metallic).md @@ -0,0 +1,55 @@ +# Adult Copper Dragon (Metallic) + +*Huge dragon, chaotic good* + +**Armor Class** 18 (natural armor) + +**Hit Points** 184 (16d12+80) + +**Speed** 40 ft., climb 40 ft., fly 80 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 23 (+6) | 12 (+1) | 21 (+5) | 18 (+4) | 15 (+2) | 17 (+3) | + +**Saving Throws** Dex +6, Con +10, Wis +7, Cha +8 + +**Skills** Deception +8, Perception +12, Stealth +6 + +**Damage Immunities** acid + +**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 + +**Languages** Common, Draconic + +**Challenge** 14 (11,500 XP) + +***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. + +###### Actions + +***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage. + +***Claw***. *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. + +***Tail***. *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8+6) bludgeoning damage. + +***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + +***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. + +**Acid Breath**. The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. + +**Slowing Breath**. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. + +###### Legendary Actions + +The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + +**Detect**. The dragon makes a Wisdom (Perception) check. + +**Tail Attack**. The dragon makes a tail attack. + +**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \ No newline at end of file diff --git a/Documents/Monsters/Adult Gold Dragon (Metallic).md b/Documents/Monsters/Adult Gold Dragon (Metallic).md new file mode 100644 index 0000000..e8e9134 --- /dev/null +++ b/Documents/Monsters/Adult Gold Dragon (Metallic).md @@ -0,0 +1,61 @@ +# Adult Gold Dragon (Metallic) + +*Huge dragon, lawful good* + +**Armor Class** 19 (natural armor) + +**Hit Points** 256 (19d12+133) + +**Speed** 40 ft., fly 80 ft., swim 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 27 (+8) | 14 (+2) | 25 (+7) | 16 (+3) | 15 (+2) | 24 (+7) | + +**Saving Throws** Dex +8, Con +13, Wis +8, Cha +13 + +**Skills** Insight +8, Perception +14, Persuasion +13, Stealth +8 + +**Damage Immunities** fire + +**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 24 + +**Languages** Common, Draconic + +**Challenge** 17 (18,000 XP) + +***Amphibious***. The dragon can breathe air and water. + +***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. + +###### Actions + +***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 19 (2d10+8) piercing damage. + +***Claw***. *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 15 (2d6+8) slashing damage. + +***Tail***. *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. + +***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + +***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. + +**Fire Breath**. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. + +**Weakening Breath**. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + +***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). + +In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + +###### Legendary Actions + +The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + +**Detect**. The dragon makes a Wisdom (Perception) check. + +**Tail Attack**. The dragon makes a tail attack. + +**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \ No newline at end of file diff --git a/Documents/Monsters/Adult Green Dragon (Chromatic).md b/Documents/Monsters/Adult Green Dragon (Chromatic).md new file mode 100644 index 0000000..c78953c --- /dev/null +++ b/Documents/Monsters/Adult Green Dragon (Chromatic).md @@ -0,0 +1,55 @@ +# Adult Green Dragon (Chromatic) + +*Huge dragon, lawful evil* + +**Armor Class** 19 (natural armor) + +**Hit Points** 207 (18d12+90) + +**Speed** 40 ft., fly 80 ft., swim 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 23 (+6) | 12 (+1) | 21 (+5) | 18 (+4) | 15 (+2) | 17 (+3) | + +**Saving Throws** Dex +6, Con +10, Wis +7, Cha +8 + +**Skills** Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6 + +**Damage Immunities** poison + +**Condition Immunities** poisoned + +**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 + +**Languages** Common, Draconic + +**Challenge** 15 (13,000 XP) + +***Amphibious***. The dragon can breathe air and water. + +***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. + +###### Actions + +***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage plus 7 (2d6) poison damage. + +***Claw***. *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. + +***Tail***. *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8+6) bludgeoning damage. + +***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + +***Poison Breath (Recharge 5-6)***. The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one. + +###### Legendary Actions + +The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + +**Detect**. The dragon makes a Wisdom (Perception) check. + +**Tail Attack**. The dragon makes a tail attack. + +**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \ No newline at end of file diff --git a/Documents/Monsters/Adult Red Dragon (Chromatic).md b/Documents/Monsters/Adult Red Dragon (Chromatic).md new file mode 100644 index 0000000..1f006a5 --- /dev/null +++ b/Documents/Monsters/Adult Red Dragon (Chromatic).md @@ -0,0 +1,51 @@ +# Adult Red Dragon (Chromatic) + +*Huge dragon, chaotic evil* + +**Armor Class** 19 (natural armor) + +**Hit Points** 256 (19d12+133) + +**Speed** 40 ft., climb 40 ft., fly 80 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 27 (+8) | 10 (+0) | 25 (+7) | 16 (+3) | 13 (+1) | 21 (+5) | + +**Saving Throws** Dex +6, Con +13, Wis +7, Cha +11 + +**Skills** Perception +13, Stealth +6 + +**Damage Immunities** fire + +**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 23 + +**Languages** Common, Draconic + +**Challenge** 17 (18,000 XP) + +***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. + +###### Actions + +***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 19 (2d10+8) piercing damage plus 7 (2d6) fire damage. + +***Claw***. *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 15 (2d6+8) slashing damage. + +***Tail***. *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. + +***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + +***Fire Breath (Recharge 5-6)***. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. + +###### Legendary Actions + +The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + +**Detect**. The dragon makes a Wisdom (Perception) check. + +**Tail Attack**. The dragon makes a tail attack. + +**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \ No newline at end of file diff --git a/Documents/Monsters/Adult Silver Dragon (Metallic).md b/Documents/Monsters/Adult Silver Dragon (Metallic).md new file mode 100644 index 0000000..2fd01aa --- /dev/null +++ b/Documents/Monsters/Adult Silver Dragon (Metallic).md @@ -0,0 +1,59 @@ +# Adult Silver Dragon (Metallic) + +*Huge dragon, lawful good* + +**Armor Class** 19 (natural armor) + +**Hit Points** 243 (18d12+126) + +**Speed** 40 ft., fly 80 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 27 (+8) | 10 (+0) | 25 (+7) | 16 (+3) | 13 (+1) | 21 (+5) | + +**Saving Throws** Dex +5, Con +12, Wis +6, Cha +10 + +**Skills** Arcana +8, History +8, Perception +11, Stealth +5 + +**Damage Immunities** cold + +**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 + +**Languages** Common, Draconic + +**Challenge** 16 (15,000 XP) + +***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. + +###### Actions + +***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 19 (2d10+8) piercing damage. + +***Claw***. *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 15 (2d6+8) slashing damage. + +***Tail***. *Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. + +***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + +***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. + +**Cold Breath**. The dragon exhales an icy blast in a 60- foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one. + +**Paralyzing Breath**. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + +***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). + +In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + +###### Legendary Actions + +The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + +**Detect**. The dragon makes a Wisdom (Perception) check. + +**Tail Attack**. The dragon makes a tail attack. + +**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \ No newline at end of file diff --git a/Documents/Monsters/Adult White Dragon (Chromatic).md b/Documents/Monsters/Adult White Dragon (Chromatic).md new file mode 100644 index 0000000..7519bca --- /dev/null +++ b/Documents/Monsters/Adult White Dragon (Chromatic).md @@ -0,0 +1,53 @@ +# Adult White Dragon (Chromatic) + +*Huge dragon, chaotic evil* + +**Armor Class** 18 (natural armor) + +**Hit Points** 200 (16d12+96) + +**Speed** 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|---------| +| 22 (+6) | 10 (+0) | 22 (+6) | 8 (-1) | 12 (+1) | 12 (+1) | + +**Saving Throws** Dex +5, Con +11, Wis +6, Cha +6 + +**Skills** Perception +11, Stealth +5 + +**Damage Immunities** cold + +**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 + +**Languages** Common, Draconic + +**Challenge** 13 (10,000 XP) + +***Ice Walk***. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. + +***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. + +###### Actions + +***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage plus 4 (1d8) cold damage. + +***Claw***. *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. + +***Tail***. *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8+6) bludgeoning damage. + +***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + +***Cold Breath (Recharge 5-6)***. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. + +###### Legendary Actions + +The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + +**Detect**. The dragon makes a Wisdom (Perception) check. + +**Tail Attack**. The dragon makes a tail attack. + +**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \ No newline at end of file diff --git a/Documents/Monsters/Air Elemental.md b/Documents/Monsters/Air Elemental.md new file mode 100644 index 0000000..5e5531c --- /dev/null +++ b/Documents/Monsters/Air Elemental.md @@ -0,0 +1,37 @@ +### Air Elemental + +*Large elemental, neutral* + +**Armor Class** 15 + +**Hit Points** 90 (12d10+24) + +**Speed** 0 ft., fly 90 ft. (hover) + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 14 (+2) | 20 (+5) | 14 (+2) | 6 (-2) | 10 (+0) | 6 (-2) | + +**Damage Resistances** lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + +**Damage Immunities** poison + +**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + +**Senses** darkvision 60 ft., passive Perception 10 + +**Languages** Auran + +**Challenge** 5 (1,800 XP) + +***Air Form***. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. + +###### Actions + +***Multiattack***. The elemental makes two slam attacks. + +***Slam***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) bludgeoning damage. + +***Whirlwind (Recharge 4-6)***. Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8+2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. + +If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. \ No newline at end of file diff --git a/Documents/Monsters/Ancient Black Dragon (Chromatic).md b/Documents/Monsters/Ancient Black Dragon (Chromatic).md new file mode 100644 index 0000000..cfa43ca --- /dev/null +++ b/Documents/Monsters/Ancient Black Dragon (Chromatic).md @@ -0,0 +1,53 @@ +# Ancient Black Dragon (Chromatic) + +*Gargantuan dragon, chaotic evil* + +**Armor Class** 22 (natural armor) + +**Hit Points** 367 (21d20+147) + +**Speed** 40 ft., fly 80 ft., swim 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 27 (+8) | 14 (+2) | 25 (+7) | 16 (+3) | 15 (+2) | 19 (+4) | + +**Saving Throws** Dex +9, Con +14, Wis +9, Cha +11 + +**Skills** Perception +16, Stealth +9 + +**Damage Immunities** acid + +**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26 + +**Languages** Common, Draconic + +**Challenge** 21 (33,000 XP) + +***Amphibious***. The dragon can breathe air and water. + +***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. + +###### Actions + +***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19 (2d10+8) piercing damage plus 9 (2d8) acid damage. + +***Claw***. *Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 15 (2d6+8) slashing damage. + +***Tail***. *Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. + +***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + +***Acid Breath (Recharge 5-6)***. The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. + +###### Legendary Actions + +The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + +**Detect**. The dragon makes a Wisdom (Perception) check. + +**Tail Attack**. The dragon makes a tail attack. + +**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \ No newline at end of file diff --git a/Documents/Monsters/Ancient Blue Dragon (Chromatic).md b/Documents/Monsters/Ancient Blue Dragon (Chromatic).md new file mode 100644 index 0000000..c73d9f7 --- /dev/null +++ b/Documents/Monsters/Ancient Blue Dragon (Chromatic).md @@ -0,0 +1,51 @@ +# Ancient Blue Dragon (Chromatic) + +*Gargantuan dragon, lawful evil* + +**Armor Class** 22 (natural armor) + +**Hit Points** 481 (26d20+208) + +**Speed** 40 ft., burrow 40 ft., fly 80 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 29 (+9) | 10 (+0) | 27 (+8) | 18 (+4) | 17 (+3) | 21 (+5) | + +**Saving Throws** Dex +7, Con +15, Wis +10, Cha +12 + +**Skills** Perception +17, Stealth +7 + +**Damage Immunities** lightning + +**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 + +**Languages** Common, Draconic + +**Challenge** 23 (50,000 XP) + +***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. + +###### Actions + +***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +16 to hit, reach 15 ft., one target. *Hit:* 20 (2d10+9) piercing damage plus 11 (2d10) lightning damage. + +***Claw***. *Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:* 16 (2d6+9) slashing damage. + +***Tail***. *Melee Weapon Attack:* +16 to hit, reach 20 ft., one target. *Hit:* 18 (2d8+9) bludgeoning damage. + +***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + +***Lightning Breath (Recharge 5-6)***. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. + +###### Legendary Actions + +The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + +**Detect**. The dragon makes a Wisdom (Perception) check. + +**Tail Attack**. The dragon makes a tail attack. + +**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \ No newline at end of file diff --git a/Documents/Monsters/Ancient Brass Dragon (Metallic).md b/Documents/Monsters/Ancient Brass Dragon (Metallic).md new file mode 100644 index 0000000..9d55027 --- /dev/null +++ b/Documents/Monsters/Ancient Brass Dragon (Metallic).md @@ -0,0 +1,59 @@ +# Ancient Brass Dragon (Metallic) + +*Gargantuan dragon, chaotic good* + +**Armor Class** 20 (natural armor) + +**Hit Points** 297 (17d20+119) + +**Speed** 40 ft., burrow 40 ft., fly 80 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 27 (+8) | 10 (+0) | 25 (+7) | 16 (+3) | 15 (+2) | 19 (+4) | + +**Saving Throws** Dex +6, Con +13, Wis +8, Cha +10 + +**Skills** History +9, Perception +14, Persuasion +10, Stealth +6 + +**Damage Immunities** fire + +**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 24 + +**Languages** Common, Draconic + +**Challenge** 20 (25,000 XP) + +***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. + +###### Actions + +***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 19 (2d10+8) piercing damage. + +***Claw***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (2d6+8) slashing damage. + +***Tail***. *Melee Weapon Attack:* +14 to hit, reach 20 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. + +***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + +***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons: + +**Fire Breath**. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. + +**Sleep Breath**. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. + +***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). + +In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + +###### Legendary Actions + +The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + +**Detect**. The dragon makes a Wisdom (Perception) check. + +**Tail Attack**. The dragon makes a tail attack. + +**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \ No newline at end of file diff --git a/Documents/Monsters/Ancient Bronze Dragon (Metallic).md b/Documents/Monsters/Ancient Bronze Dragon (Metallic).md new file mode 100644 index 0000000..9a1d81b --- /dev/null +++ b/Documents/Monsters/Ancient Bronze Dragon (Metallic).md @@ -0,0 +1,61 @@ +# Ancient Bronze Dragon (Metallic) + +*Gargantuan dragon, lawful good* + +**Armor Class** 22 (natural armor) + +**Hit Points** 444 (24d20+192) + +**Speed** 40 ft., fly 80 ft., swim 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 29 (+9) | 10 (+0) | 27 (+8) | 18 (+4) | 17 (+3) | 21 (+5) | + +**Saving Throws** Dex +7, Con +15, Wis +10, Cha +12 + +**Skills** Insight +10, Perception +17, Stealth +7 + +**Damage Immunities** lightning + +**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 + +**Languages** Common, Draconic + +**Challenge** 22 (41,000 XP) + +***Amphibious***. The dragon can breathe air and water. + +***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. + +###### Actions + +***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +16 to hit, reach 15 ft., one target. *Hit:* 20 (2d10+9) piercing damage. + +***Claw***. *Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:* 16 (2d6+9) slashing damage. + +***Tail***. *Melee Weapon Attack:* +16 to hit, reach 20 ft., one target. *Hit:* 18 (2d8+9) bludgeoning damage. + +***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + +***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. + +**Lightning Breath**. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. + +**Repulsion Breath**. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. + +***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). + +In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + +###### Legendary Actions + +The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + +**Detect**. The dragon makes a Wisdom (Perception) check. + +**Tail Attack**. The dragon makes a tail attack. + +**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \ No newline at end of file diff --git a/Documents/Monsters/Ancient Copper Dragon (Metallic).md b/Documents/Monsters/Ancient Copper Dragon (Metallic).md new file mode 100644 index 0000000..1f871be --- /dev/null +++ b/Documents/Monsters/Ancient Copper Dragon (Metallic).md @@ -0,0 +1,59 @@ +# Ancient Copper Dragon (Metallic) + +*Gargantuan dragon, chaotic good* + +**Armor Class** 21 (natural armor) + +**Hit Points** 350 (20d20+140) + +**Speed** 40 ft., climb 40 ft., fly 80 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 27 (+8) | 12 (+1) | 25 (+7) | 20 (+5) | 17 (+3) | 19 (+4) | + +**Saving Throws** Dex +8, Con +14, Wis +10, Cha +11 + +**Skills** Deception +11, Perception +17, Stealth +8 + +**Damage Immunities** acid + +**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 + +**Languages** Common, Draconic + +**Challenge** 21 (33,000 XP) + +***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. + +###### Actions + +***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19 (2d10+8) piercing damage. + +***Claw***. *Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 15 (2d6+8) slashing damage. + +***Tail***. *Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. + +***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + +***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. + +**Acid Breath**. The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one. + +**Slowing Breath**. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. + +***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). + +In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + +###### Legendary Actions + +The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + +**Detect**. The dragon makes a Wisdom (Perception) check. + +**Tail Attack**. The dragon makes a tail attack. + +**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \ No newline at end of file diff --git a/Documents/Monsters/Ancient Gold Dragon (Metallic).md b/Documents/Monsters/Ancient Gold Dragon (Metallic).md new file mode 100644 index 0000000..5b87045 --- /dev/null +++ b/Documents/Monsters/Ancient Gold Dragon (Metallic).md @@ -0,0 +1,61 @@ +# Ancient Gold Dragon (Metallic) + +*Gargantuan dragon, lawful good* + +**Armor Class** 22 (natural armor) + +**Hit Points** 546 (28d20+252) + +**Speed** 40 ft., fly 80 ft., swim 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|----------|---------|---------|---------|---------|---------| +| 30 (+10) | 14 (+2) | 29 (+9) | 18 (+4) | 17 (+3) | 28 (+9) | + +**Saving Throws** Dex +9, Con +16, Wis +10, Cha +16 + +**Skills** Insight +10, Perception +17, Persuasion +16, Stealth +9 + +**Damage Immunities** fire + +**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 + +**Languages** Common, Draconic + +**Challenge** 24 (62,000 XP) + +***Amphibious***. The dragon can breathe air and water. + +***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. + +###### Actions + +***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 21 (2d10+10) piercing damage. + +***Claw***. *Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 17 (2d6+10) slashing damage. + +***Tail***. *Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 19 (2d8+10) bludgeoning damage. + +***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + +***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. + +**Fire Breath**. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one. + +**Weakening Breath**. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + +***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). + +In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + +###### Legendary Actions + +The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + +**Detect**. The dragon makes a Wisdom (Perception) check. + +**Tail Attack**. The dragon makes a tail attack. + +**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \ No newline at end of file diff --git a/Documents/Monsters/Ancient Green Dragon (Chromatic).md b/Documents/Monsters/Ancient Green Dragon (Chromatic).md new file mode 100644 index 0000000..25905d8 --- /dev/null +++ b/Documents/Monsters/Ancient Green Dragon (Chromatic).md @@ -0,0 +1,53 @@ +# Ancient Green Dragon (Chromatic) + +*Gargantuan dragon, lawful evil* + +**Armor Class** 21 (natural armor) + +**Hit Points** 385 (22d20 + 154) + +**Speed** 40 ft., fly 80 ft., swim 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 27 (+8) | 12 (+1) | 25 (+7) | 20 (+5) | 17 (+3) | 19 (+4) | + +**Saving Throws** Dex +8, Con +14, Wis +10, Cha +11 + +**Skills** Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8 + +**Damage Immunities** poison + +**Condition Immunities** poisoned + +**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 + +**Languages** Common, Draconic + +**Challenge** 22 (41,000 XP) + +***Amphibious***. The dragon can breathe air and water. + +***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. + +***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19 (2d10+8) piercing damage plus 10 (3d6) poison damage. + +***Claw***. *Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 22 (4d6+8) slashing damage. + +***Tail***. *Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. + +***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + +***Poison Breath (Recharge 5-6)***. The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. + +###### Legendary Actions + +The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + +**Detect**. The dragon makes a Wisdom (Perception) check. + +**Tail Attack**. The dragon makes a tail attack. + +**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \ No newline at end of file diff --git a/Documents/Monsters/Ancient Red Dragon (Chromatic).md b/Documents/Monsters/Ancient Red Dragon (Chromatic).md new file mode 100644 index 0000000..07318ac --- /dev/null +++ b/Documents/Monsters/Ancient Red Dragon (Chromatic).md @@ -0,0 +1,51 @@ +# Ancient Red Dragon (Chromatic) + +*Gargantuan dragon, chaotic evil* + +**Armor Class** 22 (natural armor) + +**Hit Points** 546 (28d20+252) + +**Speed** 40 ft., climb 40 ft., fly 80 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|----------|---------|---------|---------|---------|---------| +| 30 (+10) | 10 (+0) | 29 (+9) | 18 (+4) | 15 (+2) | 23 (+6) | + +**Saving Throws** Dex +7, Con +16, Wis +9, Cha +13 + +**Skills** Perception +16, Stealth +7 + +**Damage Immunities** fire + +**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26 + +**Languages** Common, Draconic + +**Challenge** 24 (62,000 XP) + +***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. + +###### Actions + +***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 21 (2d10+10) piercing damage plus 14 (4d6) fire damage. + +***Claw***. *Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 17 (2d6+10) slashing damage. + +***Tail***. *Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 19 (2d8+10) bludgeoning damage. + +***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + +***Fire Breath (Recharge 5-6)***. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. + +###### Legendary Actions + +The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + +**Detect**. The dragon makes a Wisdom (Perception) check. + +**Tail Attack**. The dragon makes a tail attack. + +**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \ No newline at end of file diff --git a/Documents/Monsters/Ancient Silver Dragon (Metallic).md b/Documents/Monsters/Ancient Silver Dragon (Metallic).md new file mode 100644 index 0000000..c6c643d --- /dev/null +++ b/Documents/Monsters/Ancient Silver Dragon (Metallic).md @@ -0,0 +1,59 @@ +# Ancient Silver Dragon (Metallic) + +*Gargantuan dragon, lawful good* + +**Armor Class** 22 (natural armor) + +**Hit Points** 487 (25d20+225) + +**Speed** 40 ft., fly 80 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|----------|---------|---------|---------|---------|---------| +| 30 (+10) | 10 (+0) | 29 (+9) | 18 (+4) | 15 (+2) | 23 (+6) | + +**Saving Throws** Dex +7, Con +16, Wis +9, Cha +13 + +**Skills** Arcana +11, History +11, Perception +16, Stealth +7 + +**Damage Immunities** cold + +**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26 + +**Languages** Common, Draconic + +**Challenge** 23 (50,000 XP) + +***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. + +###### Actions + +***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 21 (2d10+10) piercing damage. + +***Claw***. *Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 17 (2d6+10) slashing damage. + +***Tail***. *Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 19 (2d8+10) bludgeoning damage. + +***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + +***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. + +**Cold Breath**. The dragon exhales an icy blast in a 90- foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one. + +**Paralyzing Breath**. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + +***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). + +In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + +###### Legendary Actions + +The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + +**Detect**. The dragon makes a Wisdom (Perception) check. + +**Tail Attack**. The dragon makes a tail attack. + +**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \ No newline at end of file diff --git a/Documents/Monsters/Ancient White Dragon (Chromatic).md b/Documents/Monsters/Ancient White Dragon (Chromatic).md new file mode 100644 index 0000000..aabff5d --- /dev/null +++ b/Documents/Monsters/Ancient White Dragon (Chromatic).md @@ -0,0 +1,53 @@ +# Ancient White Dragon (Chromatic) + +*Gargantuan dragon, chaotic evil* + +**Armor Class** 20 (natural armor) + +**Hit Points** 333 (18d20+144) + +**Speed** 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 26 (+8) | 10 (+0) | 26 (+8) | 10 (+0) | 13 (+1) | 14 (+2) | + +**Saving Throws** Dex +6, Con +14, Wis +7, Cha +8 + +**Skills** Perception +13, Stealth +6 + +**Damage Immunities** cold + +**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 23 + +**Languages** Common, Draconic + +**Challenge** 20 (25,000 XP) + +***Ice Walk***. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. + +***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. + +###### Actions + +***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 19 (2d10+8) piercing damage plus 9 (2d8) cold damage. + +***Claw***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (2d6+8) slashing damage. + +***Tail***. *Melee Weapon Attack:* +14 to hit, reach 20 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. + +***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + +***Cold Breath (Recharge 5-6)***. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one. + +###### Legendary Actions + +The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + +**Detect**. The dragon makes a Wisdom (Perception) check. + +**Tail Attack**. The dragon makes a tail attack. + +**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \ No newline at end of file diff --git a/Documents/Monsters/Androsphinx (Sphinx).md b/Documents/Monsters/Androsphinx (Sphinx).md new file mode 100644 index 0000000..77f7a83 --- /dev/null +++ b/Documents/Monsters/Androsphinx (Sphinx).md @@ -0,0 +1,65 @@ +### Androsphinx (Sphinx) + +*Large monstrosity, lawful neutral* + +**Armor Class** 17 (natural armor) + +**Hit Points** 199 (19d10+95) + +**Speed** 40 ft., fly 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 22 (+6) | 10 (+0) | 20 (+5) | 16 (+3) | 18 (+4) | 23 (+6) | + +**Saving Throws** Dex +6, Con +11, Int +9, Wis +10 + +**Skills** Arcana +9, Perception +10, Religion +15 + +**Damage Immunities** psychic; bludgeoning, piercing, and slashing from nonmagical attacks + +**Condition Immunities** charmed, frightened + +**Senses** truesight 120 ft., passive Perception 20 + +**Languages** Common, Sphinx + +**Challenge** 17 (18,000 XP) + +***Inscrutable***. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. + +***Magic Weapons***. The sphinx's weapon attacks are magical. + +***Spellcasting***. The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared: + +Cantrips (at will): *sacred flame*, *spare the dying*, *thaumaturgy* +1st level (4 slots): *command*, *detect evil and good*, *detect magic* +2nd level (3 slots): *lesser restoration*, *zone of truth* +3rd level (3 slots): *dispel magic*, *tongues* +4th level (3 slots): *banishment*, *freedom of movement* +5th level (2 slots): *flame strike*, *greater restoration* +6th level (1 slot): *heroes' feast* + +###### Actions + +***Multiattack***. The sphinx makes two claw attacks. + +***Claw***. *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 17 (2d10+6) slashing damage. + +***Roar (3/Day)***. The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. + +**First Roar**. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + +**Second Roar**. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + +**Third Roar**. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. + +###### Legendary Actions + +The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn. + +**Claw Attack**. The sphinx makes one claw attack. + +**Teleport (Costs 2 Actions)**. The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. + +**Cast a Spell (Costs 3 Actions)**. The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. \ No newline at end of file diff --git a/Documents/Monsters/Animated Armor (Animated Object).md b/Documents/Monsters/Animated Armor (Animated Object).md new file mode 100644 index 0000000..80f7386 --- /dev/null +++ b/Documents/Monsters/Animated Armor (Animated Object).md @@ -0,0 +1,35 @@ +### Animated Armor (Animated Object) + +*Medium construct, unaligned* + +**Armor Class** 18 (natural armor) + +**Hit Points** 33 (6d8+6) + +**Speed** 25 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|--------|--------| +| 14 (+2) | 11 (+0) | 13 (+1) | 1 (-5) | 3 (-4) | 1 (-5) | + +**Damage Immunities** poison, psychic + +**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned + +**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 6 + +**Languages** - + +**Challenge** 1 (200 XP) + +***Antimagic Susceptibility***. The armor is incapacitated while in the area of an *antimagic field*. If targeted by *dispel magic*, the armor must succeed on a + +Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + +***False Appearance***. While the armor remains motionless, it is indistinguishable from a normal suit of armor. + +###### Actions + +***Multiattack***. The armor makes two melee attacks. + +***Slam***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Ankheg.md b/Documents/Monsters/Ankheg.md new file mode 100644 index 0000000..baa5e76 --- /dev/null +++ b/Documents/Monsters/Ankheg.md @@ -0,0 +1,25 @@ +## Ankheg + +*Large monstrosity, unaligned* + +**Armor Class** 14 (natural armor), 11 while prone + +**Hit Points** 39 (6d10+6) + +**Speed** 30 ft., burrow 10 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 17 (+3) | 11 (+0) | 13 (+1) | 1 (-5) | 13 (+1) | 6 (-2) | + +**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 11 + +**Languages** - + +**Challenge** 2 (450 XP) + +###### Actions + +***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so. + +***Acid Spray (Recharge 6)***. The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/Documents/Monsters/Ape (Creature).md b/Documents/Monsters/Ape (Creature).md new file mode 100644 index 0000000..f5d91d3 --- /dev/null +++ b/Documents/Monsters/Ape (Creature).md @@ -0,0 +1,29 @@ +### Ape + +*Medium beast, unaligned* + +**Armor Class** 12 + +**Hit Points** 19 (3d8+6) + +**Speed** 30 ft., climb 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 16 (+3) | 14 (+2) | 14 (+2) | 6 (-2) | 12 (+1) | 7 (-2) | + +**Skills** Athletics +5, Perception +3 + +**Senses** passive Perception 13 + +**Languages** - + +**Challenge** 1/2 (100 XP) + +###### Actions + +***Multiattack***. The ape makes two fist attacks. + +***Fist***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) bludgeoning damage. + +***Rock***. *Ranged Weapon Attack:* +5 to hit, range 25/50 ft., one target. *Hit:* 6 (1d6+3) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Archmage (NPC).md b/Documents/Monsters/Archmage (NPC).md new file mode 100644 index 0000000..e2a398f --- /dev/null +++ b/Documents/Monsters/Archmage (NPC).md @@ -0,0 +1,49 @@ +### Archmage + +*Medium humanoid (any race), any alignment* + +**Armor Class** 12 (15 with *mage armor*) + +**Hit Points** 99 (18d8 + 18) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 10 (+0) | 14 (+2) | 12 (+1) | 20 (+5) | 15 (+2) | 16 (+3) | + +**Saving Throws** Int +9, Wis +6 + +**Skills** Arcana +13, History +13 + +**Damage Resistance** damage from spells; nonmagical bludgeoning, piercing, and slashing (from *stoneskin*) + +**Senses** passive Perception 12 + +**Languages** any six languages + +**Challenge** 12 (8,400 XP) + +***Magic Resistance***. The archmage has advantage on saving throws against spells and other magical effects. + +***Spellcasting***. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast *disguise self* and *invisibility* at will and has the following wizard spells prepared: + +Cantrips (at will): *fire bolt*, *light*, *mage hand*, *prestidigitation*, *shocking grasp* +1st level (4 slots): *detect magic*, *identify*, *mage armor*, *magic missile* +2nd level (3 slots): *detect thoughts*, *mirror image*, *misty step* +3rd level (3 slots): *counterspell*, *fly*, *lightning bolt* +4th level (3 slots): *banishment*, *fire shield*, *stoneskin* +5th level (3 slots): *cone of cold*, *scrying*, *wall of force* +6th level (1 slot): *globe of invulnerability* +7th level (1 slot): *teleport* +8th level (1 slot): *mind blank** +9th level (1 slot): *time stop* +\* The archmage casts these spells on itself before combat. + +###### Actions + +***Dagger***. *Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage. + +**Archmages** are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. + +An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers. \ No newline at end of file diff --git a/Documents/Monsters/Assassin (NPC).md b/Documents/Monsters/Assassin (NPC).md new file mode 100644 index 0000000..7cb11a6 --- /dev/null +++ b/Documents/Monsters/Assassin (NPC).md @@ -0,0 +1,41 @@ +### Assassin + +*Medium humanoid (any race), any non-good alignment* + +**Armor Class** 15 (studded leather) + +**Hit Points** 78 (12d8 + 24) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 11 (+0) | 16 (+3) | 14 (+2) | 13 (+1) | 11 (+0) | 10 (+0) | + +**Saving Throws** Dex +6, Int +4 + +**Skills** Acrobatics +6, Deception +3, Perception +3, Stealth +9 + +**Damage Resistances** poison + +**Senses** passive Perception 13 + +**Languages** Thieves' cant plus any two languages + +**Challenge** 8 (3,900 XP) + +***Assassinate***. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. + +***Evasion***. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + +***Sneak Attack***. Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll. + +###### Actions + +***Multiattack***. The assassin makes two shortsword attacks. + +***Shortsword***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + +***Light Crossbow***. *Ranged Weapon Attack:* +6 to hit, range 80/320 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + +Trained in the use of poison, **assassins** are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them. \ No newline at end of file diff --git a/Documents/Monsters/Awakened Shrub (Creature).md b/Documents/Monsters/Awakened Shrub (Creature).md new file mode 100644 index 0000000..5bdbcf4 --- /dev/null +++ b/Documents/Monsters/Awakened Shrub (Creature).md @@ -0,0 +1,31 @@ +### Awakened Shrub + +*Small plant, unaligned* + +**Armor Class** 9 + +**Hit Points** 10 (3d6) + +**Speed** 20 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|--------|---------|---------|---------|--------| +| 3 (-4) | 8 (-1) | 11 (+0) | 10 (+0) | 10 (+0) | 6 (-2) | + +**Damage Vulnerabilities** fire + +**Damage Resistances** piercing + +**Senses** passive Perception 10 + +**Languages** one language known by its creator + +**Challenge** 0 (10 XP) + +***False Appearance***. While the shrub remains motionless, it is indistinguishable from a normal shrub. + +###### Actions + +***Rake***. *Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 1 (1d4-1) slashing damage. + +An **awakened shrub** is an ordinary shrub given sentience and mobility by the *awaken* spell or similar magic. \ No newline at end of file diff --git a/Documents/Monsters/Awakened Tree (Creature).md b/Documents/Monsters/Awakened Tree (Creature).md new file mode 100644 index 0000000..c9af92b --- /dev/null +++ b/Documents/Monsters/Awakened Tree (Creature).md @@ -0,0 +1,31 @@ +### Awakened Tree + +*Huge plant, unaligned* + +**Armor Class** 13 (natural armor) + +**Hit Points** 59 (7d12+14) + +**Speed** 20 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|---------|---------|--------| +| 19 (+4) | 6 (-2) | 15 (+2) | 10 (+0) | 10 (+0) | 7 (-2) | + +**Damage Vulnerabilities** fire + +**Damage Resistances** bludgeoning, piercing + +**Senses** passive Perception 10 + +**Languages** one language known by its creator + +**Challenge** 2 (450 XP) + +***False Appearance***. While the tree remains motionless, it is indistinguishable from a normal tree. + +###### Actions + +***Slam***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 14 (3d6+4) bludgeoning damage. + +An **awakened tree** is an ordinary tree given sentience and mobility by the *awaken* spell or similar magic. \ No newline at end of file diff --git a/Documents/Monsters/Axe Beak (Creature).md b/Documents/Monsters/Axe Beak (Creature).md new file mode 100644 index 0000000..5dedf62 --- /dev/null +++ b/Documents/Monsters/Axe Beak (Creature).md @@ -0,0 +1,25 @@ +### Axe Beak + +*Large beast, unaligned* + +**Armor Class** 11 + +**Hit Points** 19 (3d10+3) + +**Speed** 50 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 14 (+2) | 12 (+1) | 12 (+1) | 2 (-4) | 10 (+0) | 5 (-3) | + +**Senses** passive Perception 10 + +**Languages** - + +**Challenge** 1/4 (50 XP) + +###### Actions + +***Beak***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) slashing damage. + +An **axe beak** is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close. \ No newline at end of file diff --git a/Documents/Monsters/Azer.md b/Documents/Monsters/Azer.md new file mode 100644 index 0000000..837947f --- /dev/null +++ b/Documents/Monsters/Azer.md @@ -0,0 +1,35 @@ +## Azer + +*Medium elemental, lawful neutral* + +**Armor Class** 17 (natural armor, shield) + +**Hit Points** 39 (6d8+12) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 17 (+3) | 12 (+1) | 15 (+2) | 12 (+1) | 13 (+1) | 10 (+0) | + +**Saving Throws** Con +4 + +**Damage Immunities** fire, poison + +**Condition Immunities** poisoned + +**Senses** passive Perception 11 + +**Languages** Ignan + +**Challenge** 2 (450 XP) + +***Heated Body***. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. + +***Heated Weapons***. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). + +***Illumination***. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet. + +###### Actions + +***Warhammer***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) bludgeoning damage, or 8 (1d10+3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. \ No newline at end of file diff --git a/Documents/Monsters/Baboon (Creature).md b/Documents/Monsters/Baboon (Creature).md new file mode 100644 index 0000000..43f41f5 --- /dev/null +++ b/Documents/Monsters/Baboon (Creature).md @@ -0,0 +1,25 @@ +### Baboon + +*Small beast, unaligned* + +**Armor Class** 12 + +**Hit Points** 3 (1d6) + +**Speed** 30 ft., climb 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|--------|---------|--------| +| 8 (-1) | 14 (+2) | 11 (+0) | 4 (-3) | 12 (+1) | 6 (-2) | + +**Senses** passive Perception 11 + +**Languages** - + +**Challenge** 0 (10 XP) + +***Pack Tactics***. The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't incapacitated. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 1 (1d4-1) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Badger (Creature).md b/Documents/Monsters/Badger (Creature).md new file mode 100644 index 0000000..cd1920a --- /dev/null +++ b/Documents/Monsters/Badger (Creature).md @@ -0,0 +1,25 @@ +### Badger + +*Tiny beast, unaligned* + +**Armor Class** 10 + +**Hit Points** 3 (1d4+1) + +**Speed** 20 ft., burrow 5 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|--------|---------|--------| +| 4 (-3) | 11 (+0) | 12 (+1) | 2 (-4) | 12 (+1) | 5 (-3) | + +**Senses** darkvision 30 ft., passive Perception 11 + +**Languages** - + +**Challenge** 0 (10 XP) + +***Keen Smell***. The badger has advantage on Wisdom (Perception) checks that rely on smell. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Balor (Demon).md b/Documents/Monsters/Balor (Demon).md new file mode 100644 index 0000000..e6eeac4 --- /dev/null +++ b/Documents/Monsters/Balor (Demon).md @@ -0,0 +1,45 @@ +### Balor (Demon) + +*Huge fiend (demon), chaotic evil* + +**Armor Class** 19 (natural armor) + +**Hit Points** 262 (21d12+126) + +**Speed** 40 ft., fly 80 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 26 (+8) | 15 (+2) | 22 (+6) | 20 (+5) | 16 (+3) | 22 (+6) | + +**Saving Throws** Str +14, Con +12, Wis +9, Cha +12 + +**Damage Resistances** cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + +**Damage Immunities** fire, poison + +**Condition Immunities** poisoned + +**Senses** truesight 120 ft., passive Perception 13 + +**Languages** Abyssal, telepathy 120 ft. + +**Challenge** 19 (22,000 XP) + +***Death Throes***. When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons. + +***Fire Aura***. At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. + +***Magic Resistance***. The balor has advantage on saving throws against spells and other magical effects. + +***Magic Weapons***. The balor's weapon attacks are magical. + +###### Actions + +***Multiattack***. The balor makes two attacks: one with its longsword and one with its whip. + +***Longsword***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 21 (3d8+8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice. + +***Whip***. *Melee Weapon Attack:* +14 to hit, reach 30 ft., one target. *Hit:* 15 (2d6+8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor. + +***Teleport***. The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \ No newline at end of file diff --git a/Documents/Monsters/Bandit (NPC).md b/Documents/Monsters/Bandit (NPC).md new file mode 100644 index 0000000..28aa64f --- /dev/null +++ b/Documents/Monsters/Bandit (NPC).md @@ -0,0 +1,29 @@ +### Bandit + +*Medium humanoid (any race), any non-lawful alignment* + +**Armor Class** 12 (leather armor) + +**Hit Points** 11 (2d8 + 2) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 11 (+0) | 12 (+1) | 12 (+1) | 10 (+0) | 10 (+0) | 10 (+0) | + +**Senses** passive Perception 10 + +**Languages** any one language (usually Common) + +**Challenge** 1/8 (25 XP) + +###### Actions + +***Scimitar***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) slashing damage. + +***Light Crossbow***. *Ranged Weapon Attack:* +3 to hit, range 80/320 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage. + +**Bandits** rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. + +**Pirates** are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels. \ No newline at end of file diff --git a/Documents/Monsters/Bandit Captain (NPC).md b/Documents/Monsters/Bandit Captain (NPC).md new file mode 100644 index 0000000..f61fb8a --- /dev/null +++ b/Documents/Monsters/Bandit Captain (NPC).md @@ -0,0 +1,41 @@ +### Bandit Captain + +*Medium humanoid (any race), any non-lawful alignment* + +**Armor Class** 15 (studded leather) + +**Hit Points** 65 (10d8 + 20) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 15 (+2) | 16 (+3) | 14 (+2) | 14 (+2) | 11 (+0) | 14 (+2) | + +**Saving Throws** Str +4, Dex +5, Wis +2 + +**Skills** Athletics +4, Deception +4 + +**Senses** passive Perception 10 + +**Languages** any two languages + +**Challenge** 2 (450 XP) + +###### Actions + +***Multiattack***. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers. + +***Scimitar***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage. + +***Dagger***. *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d4 + 2) piercing damage. + +###### Reactions + +***Parry***. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon. + +It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The **bandit captain** has these qualities in spades. + +In addition to managing a crew of selfish malcontents, the **pirate captain** is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. + +More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation. \ No newline at end of file diff --git a/Documents/Monsters/Barbed Devil.md b/Documents/Monsters/Barbed Devil.md new file mode 100644 index 0000000..1b62a0e --- /dev/null +++ b/Documents/Monsters/Barbed Devil.md @@ -0,0 +1,45 @@ +### Barbed Devil + +*Medium fiend (devil), lawful evil* + +**Armor Class** 15 (natural armor) + +**Hit Points** 110 (13d8+52) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 16 (+3) | 17 (+3) | 18 (+4) | 12 (+1) | 14 (+2) | 14 (+2) | + +**Saving Throws** Str +6, Con +7, Wis +5, Cha +5 + +**Skills** Deception +5, Insight +5, Perception +8 + +**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + +**Damage Immunities** fire, poison + +**Condition Immunities** poisoned + +**Senses** darkvision 120 ft., passive Perception 18 + +**Languages** Infernal, telepathy 120 ft. + +**Challenge** 5 (1,800 XP) + +***Barbed Hide***. At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it. + +***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. + +***Magic Resistance***. The devil has advantage on saving throws against spells and other magical effects. + +###### Actions + +***Multiattack***. The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice. + +***Claw***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) piercing damage. + +***Tail***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) piercing damage. + +***Hurl Flame***. *Ranged Spell Attack:* +5 to hit, range 150 ft., one target. *Hit:* 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. \ No newline at end of file diff --git a/Documents/Monsters/Basilisk.md b/Documents/Monsters/Basilisk.md new file mode 100644 index 0000000..ed791e1 --- /dev/null +++ b/Documents/Monsters/Basilisk.md @@ -0,0 +1,29 @@ +## Basilisk + +*Medium monstrosity, unaligned* + +**Armor Class** 15 (natural armor) + +**Hit Points** 52 (8d8+16) + +**Speed** 20 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|--------|--------|--------| +| 16 (+3) | 8 (-1) | 15 (+2) | 2 (-4) | 8 (-1) | 7 (-2) | + +**Senses** darkvision 60 ft., passive Perception 9 + +**Languages** - + +**Challenge** 3 (700 XP) + +**Petrifying Gaze**. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the *greater restoration* spell or other magic. + +A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. + +If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) piercing damage plus 7 (2d6) poison damage. \ No newline at end of file diff --git a/Documents/Monsters/Bat (Creature).md b/Documents/Monsters/Bat (Creature).md new file mode 100644 index 0000000..2ef3c72 --- /dev/null +++ b/Documents/Monsters/Bat (Creature).md @@ -0,0 +1,27 @@ +### Bat + +*Tiny beast, unaligned* + +**Armor Class** 12 + +**Hit Points** 1 (1d4-1) + +**Speed** 5 ft., fly 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|--------|--------|---------|--------| +| 2 (-4) | 15 (+2) | 8 (-1) | 2 (-4) | 12 (+1) | 4 (-3) | + +**Senses** blindsight 60 ft., passive Perception 11 + +**Languages** - + +**Challenge** 0 (10 XP) + +***Echolocation***. The bat can't use its blindsight while deafened. + +***Keen Hearing***. The bat has advantage on Wisdom (Perception) checks that rely on hearing. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +0 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Bearded Devil.md b/Documents/Monsters/Bearded Devil.md new file mode 100644 index 0000000..f8581c9 --- /dev/null +++ b/Documents/Monsters/Bearded Devil.md @@ -0,0 +1,41 @@ +### Bearded Devil + +*Medium fiend (devil), lawful evil* + +**Armor Class** 13 (natural armor) + +**Hit Points** 52 (8d8+16) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|---------| +| 16 (+3) | 15 (+2) | 15 (+2) | 9 (-1) | 11 (+0) | 11 (+0) | + +**Saving Throws** Str +5, Con +4, Wis +2 + +**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + +**Damage Immunities** fire, poison + +**Condition Immunities** poisoned + +**Senses** darkvision 120 ft., passive Perception 10 + +**Languages** Infernal, telepathy 120 ft. + +**Challenge** 3 (700 XP) + +***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. + +***Magic Resistance***. The devil has advantage on saving throws against spells and other magical effects. + +***Steadfast***. The devil can't be frightened while it can see an allied creature within 30 feet of it. + +###### Actions + +***Multiattack***. The devil makes two attacks: one with its beard and one with its glaive. + +***Beard***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 6 (1d8+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + +***Glaive***. *Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 8 (1d10+3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. \ No newline at end of file diff --git a/Documents/Monsters/Behir.md b/Documents/Monsters/Behir.md new file mode 100644 index 0000000..637108e --- /dev/null +++ b/Documents/Monsters/Behir.md @@ -0,0 +1,37 @@ +## Behir + +*Huge monstrosity, neutral evil* + +**Armor Class** 17 (natural armor) + +**Hit Points** 168 (16d12+64) + +**Speed** 50 ft., climb 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|---------| +| 23 (+6) | 16 (+3) | 18 (+4) | 7 (-2) | 14 (+2) | 12 (+1) | + +**Skills** Perception +6, Stealth +7 + +**Damage Immunities** lightning + +**Senses** darkvision 90 ft., passive Perception 16 + +**Languages** Draconic + +**Challenge** 11 (7,200 XP) + +###### Actions + +***Multiattack***. The behir makes two attacks: one with its bite and one to constrict. + +***Bite***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 22 (3d10+6) piercing damage. + +***Constrict***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one Large or smaller creature. *Hit:* 17 (2d10+6) bludgeoning damage plus 17 (2d10+6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends. + +***Lightning Breath (Recharge 5-6)***. The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. + +***Swallow***. The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time. + +If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. \ No newline at end of file diff --git a/Documents/Monsters/Berserker (NPC).md b/Documents/Monsters/Berserker (NPC).md new file mode 100644 index 0000000..34bfa05 --- /dev/null +++ b/Documents/Monsters/Berserker (NPC).md @@ -0,0 +1,27 @@ +### Berserker + +*Medium humanoid (any race), any chaotic alignment* + +**Armor Class** 13 (hide armor) + +**Hit Points** 67 (9d8 + 27) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 16 (+3) | 12 (+1) | 17 (+3) | 9 (-1) | 11 (+0) | 9 (-1) | + +**Senses** passive Perception 10 + +**Languages** any one language (usually Common) + +**Challenge** 2 (450 XP) + +***Reckless***. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. + +###### Actions + +***Greataxe***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 9 (1d12 + 3) slashing damage. + +Hailing from uncivilized lands, unpredictable **berserkers** come together in war parties and seek conflict wherever they can find it. \ No newline at end of file diff --git a/Documents/Monsters/Black Bear (Creature).md b/Documents/Monsters/Black Bear (Creature).md new file mode 100644 index 0000000..d7f273c --- /dev/null +++ b/Documents/Monsters/Black Bear (Creature).md @@ -0,0 +1,31 @@ +### Black Bear + +*Medium beast, unaligned* + +**Armor Class** 11 (natural armor) + +**Hit Points** 19 (3d8+6) + +**Speed** 40 ft., climb 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 15 (+2) | 10 (+0) | 14 (+2) | 2 (-4) | 12 (+1) | 7 (-2) | + +**Skills** Perception +3 + +**Senses** passive Perception 13 + +**Languages** - + +**Challenge** 1/2 (100 XP) + +***Keen Smell***. The bear has advantage on Wisdom (Perception) checks that rely on smell. + +###### Actions + +***Multiattack***. The bear makes two attacks: one with its bite and one with its claws. + +***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. + +***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) slashing damage. \ No newline at end of file diff --git a/Documents/Monsters/Black Dragon Wyrmling (Chromatic).md b/Documents/Monsters/Black Dragon Wyrmling (Chromatic).md new file mode 100644 index 0000000..2c3b6fb --- /dev/null +++ b/Documents/Monsters/Black Dragon Wyrmling (Chromatic).md @@ -0,0 +1,35 @@ +# Black Dragon Wyrmling (Chromatic) + +*Medium dragon, chaotic evil* + +**Armor Class** 17 (natural armor) + +**Hit Points** 33 (6d8+6) + +**Speed** 30 ft., fly 60 ft., swim 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 15 (+2) | 14 (+2) | 13 (+1) | 10 (+0) | 11 (+0) | 13 (+1) | + +**Saving Throws** Dex +4, Con +3, Wis +2, Cha +3 + +**Skills** Perception +4, Stealth +4 + +**Damage Immunities** acid + +**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + +**Languages** Draconic + +**Challenge** 2 (450 XP) + +***Amphibious***. The dragon can breathe air and water. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10+2) piercing damage plus 2 (1d4) acid damage. + +***Acid Breath (Recharge 5-6)***. The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. + +### Blue Dragon \ No newline at end of file diff --git a/Documents/Monsters/Black Pudding (Ooze).md b/Documents/Monsters/Black Pudding (Ooze).md new file mode 100644 index 0000000..e5e5f4f --- /dev/null +++ b/Documents/Monsters/Black Pudding (Ooze).md @@ -0,0 +1,39 @@ +### Black Pudding (Ooze) + +*Large ooze, unaligned* + +**Armor Class** 7 + +**Hit Points** 85 (10d10+30) + +**Speed** 20 ft., climb 20 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|--------|--------|--------| +| 16 (+3) | 5 (-3) | 16 (+3) | 1 (-5) | 6 (-2) | 1 (-5) | + +**Damage Immunities** acid, cold, lightning, slashing + +**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone + +**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 + +**Languages** - + +**Challenge** 4 (1,100 XP) + +***Amorphous***. The pudding can move through a space as narrow as 1 inch wide without squeezing. + +***Corrosive Form***. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. + +The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. + +***Spider Climb***. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + +###### Actions + +***Pseudopod***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. + +###### Reactions + +***Split***. When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding. \ No newline at end of file diff --git a/Documents/Monsters/Blink Dog (Creature).md b/Documents/Monsters/Blink Dog (Creature).md new file mode 100644 index 0000000..925a044 --- /dev/null +++ b/Documents/Monsters/Blink Dog (Creature).md @@ -0,0 +1,31 @@ +### Blink Dog + +*Medium fey, lawful good* + +**Armor Class** 13 + +**Hit Points** 22 (4d8+4) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 12 (+1) | 17 (+3) | 12 (+1) | 10 (+0) | 13 (+1) | 11 (+0) | + +**Skills** Perception +3, Stealth +5 + +**Senses** passive Perception 13 + +**Languages** Blink Dog, understands Sylvan but can't speak it + +**Challenge** 1/4 (50 XP) + +***Keen Hearing and Smell***. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) piercing damage. + +***Teleport (Recharge 4-6)***. The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack. + +A **blink dog** takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. Blink dogs harbor a long- standing hatred for displacer beasts and attack them on sight. \ No newline at end of file diff --git a/Documents/Monsters/Blood Hawk (Creature).md b/Documents/Monsters/Blood Hawk (Creature).md new file mode 100644 index 0000000..73c1fa9 --- /dev/null +++ b/Documents/Monsters/Blood Hawk (Creature).md @@ -0,0 +1,31 @@ +### Blood Hawk + +*Small beast, unaligned* + +**Armor Class** 12 + +**Hit Points** 7 (2d6) + +**Speed** 10 ft., fly 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|--------|---------|--------| +| 6 (-2) | 14 (+2) | 10 (+0) | 3 (-4) | 14 (+2) | 5 (-3) | + +**Skills** Perception +4 + +**Senses** passive Perception 14 + +**Languages** - + +**Challenge** 1/8 (25 XP) + +***Keen Sight***. The hawk has advantage on Wisdom (Perception) checks that rely on sight. + +***Pack Tactics***. The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated. + +###### Actions + +***Beak***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage. + +Taking its name from its crimson feathers and aggressive nature, the **blood hawk** fearlessly attacks almost any animal, stabbing it with its daggerlike beak. Blood hawks flock together in large numbers, attacking as a pack to take down prey. \ No newline at end of file diff --git a/Documents/Monsters/Blue Dragon Wyrmling (Chromatic).md b/Documents/Monsters/Blue Dragon Wyrmling (Chromatic).md new file mode 100644 index 0000000..1a40605 --- /dev/null +++ b/Documents/Monsters/Blue Dragon Wyrmling (Chromatic).md @@ -0,0 +1,33 @@ +# Blue Dragon Wyrmling (Chromatic) + +*Medium dragon, lawful evil* + +**Armor Class** 17 (natural armor) + +**Hit Points** 52 (8d8+16) + +**Speed** 30 ft., burrow 15 ft., fly 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 17 (+3) | 10 (+0) | 15 (+2) | 12 (+1) | 11 (+0) | 15 (+2) | + +**Saving Throws** Dex +2, Con +4, Wis +2, Cha +4 + +**Skills** Perception +4, Stealth +2 + +**Damage Immunities** lightning + +**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + +**Languages** Draconic + +**Challenge** 3 (700 XP) + +###### Actions + +***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10+3) piercing damage plus 3 (1d6) lightning damage. + +***Lightning Breath (Recharge 5-6)***. The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. + +### Green Dragon \ No newline at end of file diff --git a/Documents/Monsters/Boar (Creature).md b/Documents/Monsters/Boar (Creature).md new file mode 100644 index 0000000..eabf464 --- /dev/null +++ b/Documents/Monsters/Boar (Creature).md @@ -0,0 +1,27 @@ +### Boar + +*Medium beast, unaligned* + +**Armor Class** 11 (natural armor) + +**Hit Points** 11 (2d8+2) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|--------|--------| +| 13 (+1) | 11 (+0) | 12 (+1) | 2 (-4) | 9 (-1) | 5 (-3) | + +**Senses** passive Perception 9 + +**Languages** - + +**Challenge** 1/4 (50 XP) + +***Charge***. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. + +***Relentless (Recharges after a Short or Long Rest)***. If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. + +###### Actions + +***Tusk***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) slashing damage. \ No newline at end of file diff --git a/Documents/Monsters/Bone Devil.md b/Documents/Monsters/Bone Devil.md new file mode 100644 index 0000000..d84bcef --- /dev/null +++ b/Documents/Monsters/Bone Devil.md @@ -0,0 +1,41 @@ +### Bone Devil + +*Large fiend (devil), lawful evil* + +**Armor Class** 19 (natural armor) + +**Hit Points** 142 (15d10+60) + +**Speed** 40 ft., fly 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 18 (+4) | 16 (+3) | 18 (+4) | 13 (+1) | 14 (+2) | 16 (+3) | + +**Saving Throws** Int +5, Wis +6, Cha +7 + +**Skills** Deception +7, Insight +6 + +**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + +**Damage Immunities** fire, poison + +**Condition Immunities** poisoned + +**Senses** darkvision 120 ft., passive Perception 12 + +**Languages** Infernal, telepathy 120 ft. + +**Challenge** 9 (5,000 XP) + +***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. + +***Magic Resistance***. The devil has advantage on saving throws against spells and other magical effects. + +###### Actions + +***Multiattack***. The devil makes three attacks: two with its claws and one with its sting. + +***Claw***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 8 (1d8+4) slashing damage. + +***Sting***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 13 (2d8+4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \ No newline at end of file diff --git a/Documents/Monsters/Brass Dragon Wyrmling (Metallic).md b/Documents/Monsters/Brass Dragon Wyrmling (Metallic).md new file mode 100644 index 0000000..c40220d --- /dev/null +++ b/Documents/Monsters/Brass Dragon Wyrmling (Metallic).md @@ -0,0 +1,37 @@ +# Brass Dragon Wyrmling (Metallic) + +*Medium dragon, chaotic good* + +**Armor Class** 16 (natural armor) + +**Hit Points** 16 (3d8+3) + +**Speed** 30 ft., burrow 15 ft., fly 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 15 (+2) | 10 (+0) | 13 (+1) | 10 (+0) | 11 (+0) | 13 (+1) | + +**Saving Throws** Dex +2, Con +3, Wis +2, Cha +3 + +**Skills** Perception +4, Stealth +2 + +**Damage Immunities** fire + +**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + +**Languages** Draconic + +**Challenge** 1 (200 XP) + +###### Actions + +***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10+2) piercing damage. + +***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. + +**Fire Breath**. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. + +**Sleep Breath**. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. + +### Bronze Dragon \ No newline at end of file diff --git a/Documents/Monsters/Bronze Dragon Wyrmling (Metallic).md b/Documents/Monsters/Bronze Dragon Wyrmling (Metallic).md new file mode 100644 index 0000000..fbfc530 --- /dev/null +++ b/Documents/Monsters/Bronze Dragon Wyrmling (Metallic).md @@ -0,0 +1,39 @@ +# Bronze Dragon Wyrmling (Metallic) + +*Medium dragon, lawful good* + +**Armor Class** 17 (natural armor) + +**Hit Points** 32 (5d8+10) + +**Speed** 30 ft., fly 60 ft., swim 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 17 (+3) | 10 (+0) | 15 (+2) | 12 (+1) | 11 (+0) | 15 (+2) | + +**Saving Throws** Dex +2, Con +4, Wis +2, Cha +4 + +**Skills** Perception +4, Stealth +2 + +**Damage Immunities** lightning + +**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + +**Languages** Draconic + +**Challenge** 2 (450 XP) + +***Amphibious***. The dragon can breathe air and water. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10+3) piercing damage. + +***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. + +**Lightning Breath**. The dragon exhales lightning in a 40- foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. + +**Repulsion Breath**. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon. + +### Copper Dragon \ No newline at end of file diff --git a/Documents/Monsters/Brown Bear (Creature).md b/Documents/Monsters/Brown Bear (Creature).md new file mode 100644 index 0000000..9de1a86 --- /dev/null +++ b/Documents/Monsters/Brown Bear (Creature).md @@ -0,0 +1,31 @@ +### Brown Bear + +*Large beast, unaligned* + +**Armor Class** 11 (natural armor) + +**Hit Points** 34 (4d10+12) + +**Speed** 40 ft., climb 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 19 (+4) | 10 (+0) | 16 (+3) | 2 (-4) | 13 (+1) | 7 (-2) | + +**Skills** Perception +3 + +**Senses** passive Perception 13 + +**Languages** - + +**Challenge** 1 (200 XP) + +***Keen Smell***. The bear has advantage on Wisdom (Perception) checks that rely on smell. + +###### Actions + +***Multiattack***. The bear makes two attacks: one with its bite and one with its claws. + +***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8+4) piercing damage. + +***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. \ No newline at end of file diff --git a/Documents/Monsters/Bugbear.md b/Documents/Monsters/Bugbear.md new file mode 100644 index 0000000..f6ee86c --- /dev/null +++ b/Documents/Monsters/Bugbear.md @@ -0,0 +1,31 @@ +## Bugbear + +*Medium humanoid (goblinoid), chaotic evil* + +**Armor Class** 16 (hide armor, shield) + +**Hit Points** 27 (5d8+5) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 15 (+2) | 14 (+2) | 13 (+1) | 8 (-1) | 11 (+0) | 9 (-1) | + +**Skills** Stealth +6, Survival +2 + +**Senses** darkvision 60 ft., passive Perception 10 + +**Languages** Common, Goblin + +**Challenge** 1 (200 XP) + +***Brute***. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). + +***Surprise Attack***. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. + +###### Actions + +***Morningstar***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 11 (2d8+2) piercing damage. + +***Javelin***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 9 (2d6+2) piercing damage in melee or 5 (1d6+2) piercing damage at range. \ No newline at end of file diff --git a/Documents/Monsters/Bulette.md b/Documents/Monsters/Bulette.md new file mode 100644 index 0000000..b4e198a --- /dev/null +++ b/Documents/Monsters/Bulette.md @@ -0,0 +1,29 @@ +## Bulette + +*Large monstrosity, unaligned* + +**Armor Class** 17 (natural armor) + +**Hit Points** 94 (9d10+45) + +**Speed** 40 ft., burrow 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 19 (+4) | 11 (+0) | 21 (+5) | 2 (-4) | 10 (+0) | 5 (-3) | + +**Skills** Perception +6 + +**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 16 + +**Languages** - + +**Challenge** 5 (1,800 XP) + +***Standing Leap***. The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 30 (4d12+4) piercing damage. + +***Deadly Leap***. If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6+4) bludgeoning damage plus 14 (3d6+4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space. \ No newline at end of file diff --git a/Documents/Monsters/Camel (Creature).md b/Documents/Monsters/Camel (Creature).md new file mode 100644 index 0000000..3d5ebda --- /dev/null +++ b/Documents/Monsters/Camel (Creature).md @@ -0,0 +1,23 @@ +### Camel + +*Large beast, unaligned* + +**Armor Class** 9 + +**Hit Points** 15 (2d10+4) + +**Speed** 50 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|--------|--------|--------| +| 16 (+3) | 8 (-1) | 14 (+2) | 2 (-4) | 8 (-1) | 5 (-3) | + +**Senses** passive Perception 9 + +**Languages** - + +**Challenge** 1/8 (25 XP) + +###### Actions + +***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Cat (Creature).md b/Documents/Monsters/Cat (Creature).md new file mode 100644 index 0000000..344b7f8 --- /dev/null +++ b/Documents/Monsters/Cat (Creature).md @@ -0,0 +1,27 @@ +### Cat + +*Tiny beast, unaligned* + +**Armor Class** 12 + +**Hit Points** 2 (1d4) + +**Speed** 40 ft., climb 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|--------|---------|--------| +| 3 (-4) | 15 (+2) | 10 (+0) | 3 (-4) | 12 (+1) | 7 (-2) | + +**Skills** Perception +3, Stealth +4 + +**Senses** passive Perception 13 + +**Languages** - + +**Challenge** 0 (10 XP) + +***Keen Smell***. The cat has advantage on Wisdom (Perception) checks that rely on smell. + +###### Actions + +***Claws.*** *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage. \ No newline at end of file diff --git a/Documents/Monsters/Centaur.md b/Documents/Monsters/Centaur.md new file mode 100644 index 0000000..1e12a6c --- /dev/null +++ b/Documents/Monsters/Centaur.md @@ -0,0 +1,33 @@ +## Centaur + +*Large monstrosity, neutral good* + +**Armor Class** 12 + +**Hit Points** 45 (6d10+12) + +**Speed** 50 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|---------| +| 18 (+4) | 14 (+2) | 14 (+2) | 9 (-1) | 13 (+1) | 11 (+0) | + +**Skills** Athletics +6, Perception +3, Survival +3 + +**Senses** passive Perception 13 + +**Languages** Elvish, Sylvan + +**Challenge** 2 (450 XP) + +***Charge***. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. + +###### Actions + +***Multiattack***. The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow. + +***Pike***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 9 (1d10+4) piercing damage. + +***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. + +***Longbow***. *Ranged Weapon Attack:* +4 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8+2) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Chain Devil.md b/Documents/Monsters/Chain Devil.md new file mode 100644 index 0000000..1081f14 --- /dev/null +++ b/Documents/Monsters/Chain Devil.md @@ -0,0 +1,45 @@ +### Chain Devil + +*Medium fiend (devil), lawful evil* + +**Armor Class** 16 (natural armor) + +**Hit Points** 85 (10d8+40) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 18 (+4) | 15 (+2) | 18 (+4) | 11 (+0) | 12 (+1) | 14 (+2) | + +**Saving Throws** Con +7, Wis +4, Cha +5 + +**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + +**Damage Immunities** fire, poison + +**Condition Immunities** poisoned + +**Senses** darkvision 120 ft., passive Perception 11 + +**Languages** Infernal, telepathy 120 ft. + +**Challenge** 8 (3,900 XP) + +***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. + +***Magic Resistance***. The devil has advantage on saving throws against spells and other magical effects. + +###### Actions + +***Multiattack***. The devil makes two attacks with its chains. + +***Chain***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 11 (2d6+4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns. + +***Animate Chains (Recharges after a Short or Long Rest)***. Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried. + +Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies. + +###### Reactions + +***Unnerving Mask***. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn. \ No newline at end of file diff --git a/Documents/Monsters/Chimera.md b/Documents/Monsters/Chimera.md new file mode 100644 index 0000000..de1a6d6 --- /dev/null +++ b/Documents/Monsters/Chimera.md @@ -0,0 +1,33 @@ +## Chimera + +*Large monstrosity, chaotic evil* + +**Armor Class** 14 (natural armor) + +**Hit Points** 114 (12d10+48) + +**Speed** 30 ft., fly 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|---------| +| 19 (+4) | 11 (+0) | 19 (+4) | 3 (-4) | 14 (+2) | 10 (+0) | + +**Skills** Perception +8 + +**Senses** darkvision 60 ft., passive Perception 18 + +**Languages** understands Draconic but can't speak + +**Challenge** 6 (2,300 XP) + +###### Actions + +***Multiattack***. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns. + +***Bite***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) piercing damage. + +***Horns***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 10 (1d12+4) bludgeoning damage. + +***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. + +***Fire Breath (Recharge 5-6)***. The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/Documents/Monsters/Chuul.md b/Documents/Monsters/Chuul.md new file mode 100644 index 0000000..a6bdc44 --- /dev/null +++ b/Documents/Monsters/Chuul.md @@ -0,0 +1,37 @@ +## Chuul + +*Large aberration, chaotic evil* + +**Armor Class** 16 (natural armor) + +**Hit Points** 93 (11d10+33) + +**Speed** 30 ft., swim 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 19 (+4) | 10 (+0) | 16 (+3) | 5 (-3) | 11 (+0) | 5 (-3) | + +**Skills** Perception +4 + +**Damage Immunities** poison + +**Condition Immunities** poisoned + +**Senses** darkvision 60 ft., passive Perception 14 + +**Languages** understands Deep Speech but can't speak + +**Challenge** 4 (1,100 XP) + +***Amphibious***. The chuul can breathe air and water. + +***Sense Magic***. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the *detect magic* spell but isn't itself magical. + +###### Actions + +***Multiattack***. The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once. + +***Pincer***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled. + +***Tentacles***. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \ No newline at end of file diff --git a/Documents/Monsters/Clay Golem.md b/Documents/Monsters/Clay Golem.md new file mode 100644 index 0000000..44edb77 --- /dev/null +++ b/Documents/Monsters/Clay Golem.md @@ -0,0 +1,41 @@ +### Clay Golem + +*Large construct, unaligned* + +**Armor Class** 14 (natural armor) + +**Hit Points** 133 (14d10+56) + +**Speed** 20 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|--------|--------|--------| +| 20 (+5) | 9 (-1) | 18 (+4) | 3 (-4) | 8 (-1) | 1 (-5) | + +**Damage Immunities** acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine + +**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned + +**Senses** darkvision 60 ft., passive Perception 9 + +**Languages** understands the languages of its creator but can't speak + +**Challenge** 9 (5,000 XP) + +***Acid Absorption***. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt. + +***Berserk***. Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. + +***Immutable Form***. The golem is immune to any spell or effect that would alter its form. + +***Magic Resistance***. The golem has advantage on saving throws against spells and other magical effects. + +***Magic Weapons***. The golem's weapon attacks are magical. + +###### Actions + +***Multiattack***. The golem makes two slam attacks. + +***Slam***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 16 (2d10+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the *greater restoration* spell or other magic. + +***Haste (Recharge 5-6)***. Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action. \ No newline at end of file diff --git a/Documents/Monsters/Cloaker.md b/Documents/Monsters/Cloaker.md new file mode 100644 index 0000000..37fb390 --- /dev/null +++ b/Documents/Monsters/Cloaker.md @@ -0,0 +1,43 @@ +## Cloaker + +*Large aberration, chaotic neutral* + +**Armor Class** 14 (natural armor) + +**Hit Points** 78 (12d10+12) + +**Speed** 10 ft., fly 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 17 (+3) | 15 (+2) | 12 (+1) | 13 (+1) | 12 (+1) | 14 (+2) | + +**Skills** Stealth +5 + +**Senses** darkvision 60 ft., passive Perception 11 + +**Languages** Deep Speech, Undercommon + +**Challenge** 8 (3,900 XP) + +***Damage Transfer***. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half. + +***False Appearance***. While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak. + +***Light Sensitivity***. While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. + +###### Actions + +***Multiattack***. The cloaker makes two attacks: one with its bite and one with its tail. + +***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 10 (2d6+3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check. + +***Tail***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one creature. *Hit:* 7 (1d8+3) slashing damage. + +***Moan***. Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours + +***Phantasms (Recharges after a Short or Long Rest)***. The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. + +Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. + +A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears. \ No newline at end of file diff --git a/Documents/Monsters/Cloud Giant.md b/Documents/Monsters/Cloud Giant.md new file mode 100644 index 0000000..fa59110 --- /dev/null +++ b/Documents/Monsters/Cloud Giant.md @@ -0,0 +1,41 @@ +### Cloud Giant + +*Huge giant, neutral good (50%) or neutral evil (50%)* + +**Armor Class** 14 (natural armor) + +**Hit Points** 200 (16d12+96) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 27 (+8) | 10 (+0) | 22 (+6) | 12 (+1) | 16 (+3) | 16 (+3) | + +**Saving Throws** Con +10, Wis +7, Cha +7 + +**Skills** Insight +7, Perception +7 + +**Senses** passive Perception 17 + +**Languages** Common, Giant + +**Challenge** 9 (5,000 XP) + +***Keen Smell***. The giant has advantage on Wisdom (Perception) checks that rely on smell. + +***Innate Spellcasting***. The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material Components + +At will: *detect magic*, *fog cloud*, *light* + +3/day each: *feather fall*, *fly*, *misty step*, *telekinesis* + +1/day each: *control weather*, *gaseous form* + +###### Actions + +***Multiattack***. The giant makes two morningstar attacks. + +***Morningstar***. *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 21 (3d8+8) piercing damage. + +***Rock***. *Ranged Weapon Attack:* +12 to hit, range 60/240 ft., one target. *Hit:* 30 (4d10+8) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Cockatrice.md b/Documents/Monsters/Cockatrice.md new file mode 100644 index 0000000..eb8dbea --- /dev/null +++ b/Documents/Monsters/Cockatrice.md @@ -0,0 +1,23 @@ +## Cockatrice + +*Small monstrosity, unaligned* + +**Armor Class** 11 + +**Hit Points** 27 (6d6+6) + +**Speed** 20 ft., fly 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|--------|---------|--------| +| 6 (-2) | 12 (+1) | 12 (+1) | 2 (-4) | 13 (+1) | 5 (-3) | + +**Senses** darkvision 60 ft., passive Perception 11 + +**Languages** - + +**Challenge** 1/2 (100 XP) + +###### Actions + +***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 3 (1d4+1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. \ No newline at end of file diff --git a/Documents/Monsters/Commoner (NPC).md b/Documents/Monsters/Commoner (NPC).md new file mode 100644 index 0000000..02824ad --- /dev/null +++ b/Documents/Monsters/Commoner (NPC).md @@ -0,0 +1,25 @@ +### Commoner + +*Medium humanoid (any race), any alignment* + +**Armor Class** 10 + +**Hit Points** 4 (1d8) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | + +**Senses** passive Perception 10 + +**Languages** any one language (usually Common) + +**Challenge** 0 (10 XP) + +###### Actions + +***Club***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage. + +**Commoners** include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. \ No newline at end of file diff --git a/Documents/Monsters/Constrictor Snake (Creature).md b/Documents/Monsters/Constrictor Snake (Creature).md new file mode 100644 index 0000000..34cc41f --- /dev/null +++ b/Documents/Monsters/Constrictor Snake (Creature).md @@ -0,0 +1,25 @@ +### Constrictor Snake + +*Large beast, unaligned* + +**Armor Class** 12 + +**Hit Points** 13 (2d10+2) + +**Speed** 30 ft., swim 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 15 (+2) | 14 (+2) | 12 (+1) | 1 (-5) | 10 (+0) | 3 (-4) | + +**Senses** blindsight 10 ft., passive Perception 10 + +**Languages** - + +**Challenge** 1/4 (50 XP) + +###### Actions + +***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6+2) piercing damage. + +***Constrict***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target. \ No newline at end of file diff --git a/Documents/Monsters/Copper Dragon Wyrmling (Metallic).md b/Documents/Monsters/Copper Dragon Wyrmling (Metallic).md new file mode 100644 index 0000000..530b8a1 --- /dev/null +++ b/Documents/Monsters/Copper Dragon Wyrmling (Metallic).md @@ -0,0 +1,37 @@ +# Copper Dragon Wyrmling (Metallic) + +*Medium dragon, chaotic good* + +**Armor Class** 16 (natural armor) + +**Hit Points** 22 (4d8+4) + +**Speed** 30 ft., climb 30 ft., fly 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 15 (+2) | 12 (+1) | 13 (+1) | 14 (+2) | 11 (+0) | 13 (+1) | + +**Saving Throws** Dex +3, Con +3, Wis +2, Cha +3 + +**Skills** Perception +4, Stealth +3 + +**Damage Immunities** acid + +**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + +**Languages** Draconic + +**Challenge** 1 (200 XP) + +###### Actions + +***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10+2) piercing damage. + +***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. + +**Acid Breath**. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. + +**Slowing Breath**. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. + +### Gold Dragon \ No newline at end of file diff --git a/Documents/Monsters/Couatl.md b/Documents/Monsters/Couatl.md new file mode 100644 index 0000000..7aa3ebd --- /dev/null +++ b/Documents/Monsters/Couatl.md @@ -0,0 +1,47 @@ +## Couatl + +*Medium celestial, lawful good* + +**Armor Class** 19 (natural armor) + +**Hit Points** 97 (13d8+39) + +**Speed** 30 ft., fly 90 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 16 (+3) | 20 (+5) | 17 (+3) | 18 (+4) | 20 (+5) | 18 (+4) | + +**Saving Throws** Con +5, Wis +7, Cha +6 + +**Damage Resistances** radiant + +**Damage Immunities** psychic; bludgeoning, piercing, and slashing from nonmagical attacks + +**Senses** truesight 120 ft., passive Perception 15 + +**Languages** all, telepathy 120 ft. + +**Challenge** 4 (1,100 XP) + +***Innate Spellcasting***. The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal Components + +At will: *detect evil and good*, *detect magic*, *detect thoughts* + +3/day each: *bless*, *create food and water*, *cure wounds*, *lesser restoration*, *protection from poison*, *sanctuary*, *shield* + +1/day each: *dream*, *greater restoration*, *scrying* + +***Magic Weapons***. The couatl's weapon attacks are magical. + +***Shielded Mind***. The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one creature. *Hit:* 8 (1d6+5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. + +***Constrict***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one Medium or smaller creature. *Hit:* 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target. + +***Change Shape***. The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice). + +In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form. \ No newline at end of file diff --git a/Documents/Monsters/Crab (Creature).md b/Documents/Monsters/Crab (Creature).md new file mode 100644 index 0000000..076b953 --- /dev/null +++ b/Documents/Monsters/Crab (Creature).md @@ -0,0 +1,27 @@ +### Crab + +*Tiny beast, unaligned* + +**Armor Class** 11 (natural armor) + +**Hit Points** 2 (1d4) + +**Speed** 20 ft., swim 20 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|--------|--------|--------| +| 2 (-4) | 11 (+0) | 10 (+0) | 1 (-5) | 8 (-1) | 2 (-4) | + +**Skills** Stealth +2 + +**Senses** blindsight 30 ft., passive Perception 9 + +**Languages** - + +**Challenge** 0 (10 XP) + +***Amphibious***. The crab can breathe air and water. + +###### Actions + +***Claw***. *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Creatures A-C.md b/Documents/Monsters/Creatures A-C.md deleted file mode 100644 index 6afa2f3..0000000 --- a/Documents/Monsters/Creatures A-C.md +++ /dev/null @@ -1,491 +0,0 @@ -# Creatures (A-C) - -## Ape - -*Medium beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 19 (3d8+6) - -**Speed** 30 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 16 (+3) | 14 (+2) | 14 (+2) | 6 (-2) | 12 (+1) | 7 (-2) | - -**Skills** Athletics +5, Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -###### Actions - -***Multiattack***. The ape makes two fist attacks. - -***Fist***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) bludgeoning damage. - -***Rock***. *Ranged Weapon Attack:* +5 to hit, range 25/50 ft., one target. *Hit:* 6 (1d6+3) bludgeoning damage. - -## Awakened Shrub - -*Small plant, unaligned* - -**Armor Class** 9 - -**Hit Points** 10 (3d6) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|--------|---------|---------|---------|--------| -| 3 (-4) | 8 (-1) | 11 (+0) | 10 (+0) | 10 (+0) | 6 (-2) | - -**Damage Vulnerabilities** fire - -**Damage Resistances** piercing - -**Senses** passive Perception 10 - -**Languages** one language known by its creator - -**Challenge** 0 (10 XP) - -***False Appearance***. While the shrub remains motionless, it is indistinguishable from a normal shrub. - -###### Actions - -***Rake***. *Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 1 (1d4-1) slashing damage. - -An **awakened shrub** is an ordinary shrub given sentience and mobility by the *awaken* spell or similar magic. - -## Awakened Tree - -*Huge plant, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 59 (7d12+14) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|---------|---------|--------| -| 19 (+4) | 6 (-2) | 15 (+2) | 10 (+0) | 10 (+0) | 7 (-2) | - -**Damage Vulnerabilities** fire - -**Damage Resistances** bludgeoning, piercing - -**Senses** passive Perception 10 - -**Languages** one language known by its creator - -**Challenge** 2 (450 XP) - -***False Appearance***. While the tree remains motionless, it is indistinguishable from a normal tree. - -###### Actions - -***Slam***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 14 (3d6+4) bludgeoning damage. - -An **awakened tree** is an ordinary tree given sentience and mobility by the *awaken* spell or similar magic. - -## Axe Beak - -*Large beast, unaligned* - -**Armor Class** 11 - -**Hit Points** 19 (3d10+3) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 14 (+2) | 12 (+1) | 12 (+1) | 2 (-4) | 10 (+0) | 5 (-3) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Beak***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) slashing damage. - -An **axe beak** is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close. - -## Baboon - -*Small beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 3 (1d6) - -**Speed** 30 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 8 (-1) | 14 (+2) | 11 (+0) | 4 (-3) | 12 (+1) | 6 (-2) | - -**Senses** passive Perception 11 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Pack Tactics***. The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 1 (1d4-1) piercing damage. - -## Badger - -*Tiny beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 3 (1d4+1) - -**Speed** 20 ft., burrow 5 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 4 (-3) | 11 (+0) | 12 (+1) | 2 (-4) | 12 (+1) | 5 (-3) | - -**Senses** darkvision 30 ft., passive Perception 11 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Keen Smell***. The badger has advantage on Wisdom (Perception) checks that rely on smell. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. - -## Bat - -*Tiny beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 1 (1d4-1) - -**Speed** 5 ft., fly 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 2 (-4) | 15 (+2) | 8 (-1) | 2 (-4) | 12 (+1) | 4 (-3) | - -**Senses** blindsight 60 ft., passive Perception 11 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Echolocation***. The bat can't use its blindsight while deafened. - -***Keen Hearing***. The bat has advantage on Wisdom (Perception) checks that rely on hearing. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +0 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage. - -## Black Bear - -*Medium beast, unaligned* - -**Armor Class** 11 (natural armor) - -**Hit Points** 19 (3d8+6) - -**Speed** 40 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 10 (+0) | 14 (+2) | 2 (-4) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Keen Smell***. The bear has advantage on Wisdom (Perception) checks that rely on smell. - -###### Actions - -***Multiattack***. The bear makes two attacks: one with its bite and one with its claws. - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) slashing damage. - -## Blink Dog - -*Medium fey, lawful good* - -**Armor Class** 13 - -**Hit Points** 22 (4d8+4) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 12 (+1) | 17 (+3) | 12 (+1) | 10 (+0) | 13 (+1) | 11 (+0) | - -**Skills** Perception +3, Stealth +5 - -**Senses** passive Perception 13 - -**Languages** Blink Dog, understands Sylvan but can't speak it - -**Challenge** 1/4 (50 XP) - -***Keen Hearing and Smell***. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) piercing damage. - -***Teleport (Recharge 4-6)***. The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack. - -A **blink dog** takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. Blink dogs harbor a long- standing hatred for displacer beasts and attack them on sight. - -## Blood Hawk - -*Small beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 7 (2d6) - -**Speed** 10 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 6 (-2) | 14 (+2) | 10 (+0) | 3 (-4) | 14 (+2) | 5 (-3) | - -**Skills** Perception +4 - -**Senses** passive Perception 14 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -***Keen Sight***. The hawk has advantage on Wisdom (Perception) checks that rely on sight. - -***Pack Tactics***. The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Beak***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage. - -Taking its name from its crimson feathers and aggressive nature, the **blood hawk** fearlessly attacks almost any animal, stabbing it with its daggerlike beak. Blood hawks flock together in large numbers, attacking as a pack to take down prey. - -## Boar - -*Medium beast, unaligned* - -**Armor Class** 11 (natural armor) - -**Hit Points** 11 (2d8+2) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 13 (+1) | 11 (+0) | 12 (+1) | 2 (-4) | 9 (-1) | 5 (-3) | - -**Senses** passive Perception 9 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Charge***. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. - -***Relentless (Recharges after a Short or Long Rest)***. If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. - -###### Actions - -***Tusk***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) slashing damage. - -## Brown Bear - -*Large beast, unaligned* - -**Armor Class** 11 (natural armor) - -**Hit Points** 34 (4d10+12) - -**Speed** 40 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 19 (+4) | 10 (+0) | 16 (+3) | 2 (-4) | 13 (+1) | 7 (-2) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Keen Smell***. The bear has advantage on Wisdom (Perception) checks that rely on smell. - -###### Actions - -***Multiattack***. The bear makes two attacks: one with its bite and one with its claws. - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8+4) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. - -## Camel - -*Large beast, unaligned* - -**Armor Class** 9 - -**Hit Points** 15 (2d10+4) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 16 (+3) | 8 (-1) | 14 (+2) | 2 (-4) | 8 (-1) | 5 (-3) | - -**Senses** passive Perception 9 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage. - -## Cat - -*Tiny beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 2 (1d4) - -**Speed** 40 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 3 (-4) | 15 (+2) | 10 (+0) | 3 (-4) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3, Stealth +4 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Keen Smell***. The cat has advantage on Wisdom (Perception) checks that rely on smell. - -###### Actions - -***Claws.*** *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage. - -## Constrictor Snake - -*Large beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 13 (2d10+2) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 14 (+2) | 12 (+1) | 1 (-5) | 10 (+0) | 3 (-4) | - -**Senses** blindsight 10 ft., passive Perception 10 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6+2) piercing damage. - -***Constrict***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target. - -## Crab - -*Tiny beast, unaligned* - -**Armor Class** 11 (natural armor) - -**Hit Points** 2 (1d4) - -**Speed** 20 ft., swim 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|--------|--------| -| 2 (-4) | 11 (+0) | 10 (+0) | 1 (-5) | 8 (-1) | 2 (-4) | - -**Skills** Stealth +2 - -**Senses** blindsight 30 ft., passive Perception 9 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Amphibious***. The crab can breathe air and water. - -###### Actions - -***Claw***. *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 bludgeoning damage. - -## Crocodile - -*Large beast, unaligned* - -**Armor Class** 12 (natural armor) - -**Hit Points** 19 (3d10+3) - -**Speed** 20 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 10 (+0) | 13 (+1) | 2 (-4) | 10 (+0) | 5 (-3) | - -**Skills** Stealth +2 - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Hold Breath***. The crocodile can hold its breath for 15 minutes. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 7 (1d10+2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target. \ No newline at end of file diff --git a/Documents/Monsters/Creatures D-F.md b/Documents/Monsters/Creatures D-F.md deleted file mode 100644 index d7d41d5..0000000 --- a/Documents/Monsters/Creatures D-F.md +++ /dev/null @@ -1,251 +0,0 @@ -# Creatures (D-F) - -## Death Dog - -*Medium monstrosity, neutral evil* - -**Armor Class** 12 - -**Hit Points** 39 (6d8+12) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 14 (+2) | 14 (+2) | 3 (-4) | 13 (+1) | 6 (-2) | - -**Skills** Perception +5, Stealth +4 - -**Senses** darkvision 120 ft., passive Perception 15 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Two-Headed***. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. - -###### Actions - -***Multiattack***. The dog makes two bite attacks. - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. - -A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone. - -## Deer - -*Medium beast, unaligned* - -**Armor Class** 13 - -**Hit Points** 4 (1d8) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 11 (+0) | 16 (+3) | 11 (+0) | 2 (-4) | 14 (+2) | 5 (-3) | - -**Senses** passive Perception 12 - -**Languages** - - -**Challenge** 0 (10 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) piercing damage. - -## Dire Wolf - -*Large beast, unaligned* - -**Armor Class** 14 (natural armor) - -**Hit Points** 37 (5d10+10) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 15 (+2) | 15 (+2) | 3 (-4) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3, Stealth +4 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Keen Hearing and Smell***. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -***Pack Tactics***. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - -## Draft Horse - -*Large beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 19 (3d10+3) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 10 (+0) | 12 (+1) | 2 (-4) | 11 (+0) | 7 (-2) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (2d4+4) bludgeoning damage. - -## Eagle - -*Small beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 3 (1d6) - -**Speed** 10 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 6 (-2) | 15 (+2) | 10 (+0) | 2 (-4) | 14 (+2) | 7 (-2) | - -**Skills** Perception +4 - -**Senses** passive Perception 14 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Keen Sight***. The eagle has advantage on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Talons***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) slashing damage. - -## Elephant - -*Huge beast, unaligned* - -**Armor Class** 12 (natural armor) - -**Hit Points** 76 (8d12+24) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 22 (+6) | 9 (-1) | 17 (+3) | 3 (-4) | 11 (+0) | 6 (-2) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 4 (1,100 XP) - -***Trampling Charge***. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action. - -###### Actions - -***Gore***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 19 (3d8+6) piercing damage. - -***Stomp***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one prone creature. *Hit:* 22 (3d10+6) bludgeoning damage. - -## Elk - -*Large beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 13 (2d10+2) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 16 (+3) | 10 (+0) | 12 (+1) | 2 (-4) | 10 (+0) | 6 (-2) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Charge***. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - -###### Actions - -***Ram***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) bludgeoning damage. - -***Hooves***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one prone creature. *Hit:* 8 (2d4+3) bludgeoning damage. - -## Flying Snake - -*Tiny beast, unaligned* - -**Armor Class** 14 - -**Hit Points** 5 (2d4) - -**Speed** 30 ft., fly 60 ft., swim 30 ft - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 4 (-3) | 18 (+4) | 11 (+0) | 2 (-4) | 12 (+1) | 5 (-3) | - -**Senses** blindsight 10 ft., passive Perception 11 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -***Flyby***. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage plus 7 (3d4) poison damage. - -A **flying snake** is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils. - -## Frog - -*Tiny beast, unaligned* - -**Armor Class** 11 - -**Hit Points** 1 (1d4-1) - -**Speed** 20 ft., swim 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|--------|--------| -| 1 (-5) | 13 (+1) | 8 (-1) | 1 (-5) | 8 (-1) | 3 (-4) | - -**Skills** Perception +1, Stealth +3 - -**Senses** darkvision 30 ft., passive Perception 11 - -**Languages** - - -**Challenge** 0 (0 XP) - -***Amphibious***. The frog can breathe air and water. - -***Standing Leap***. The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start. - -A **frog** has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog's statistics can also be used to represent a **toad**. \ No newline at end of file diff --git a/Documents/Monsters/Creatures G-I.md b/Documents/Monsters/Creatures G-I.md deleted file mode 100644 index bcd88b6..0000000 --- a/Documents/Monsters/Creatures G-I.md +++ /dev/null @@ -1,959 +0,0 @@ -# Creatures (G-I) - -## Giant Ape - -*Huge beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 157 (15d12+60) - -**Speed** 40 ft., climb 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 23 (+6) | 14 (+2) | 18 (+4) | 7 (-2) | 12 (+1) | 7 (-2) | - -**Skills** Athletics +9, Perception +4 - -**Senses** passive Perception 14 - -**Languages** - - -**Challenge** 7 (2,900 XP) - -###### Actions - -***Multiattack***. The ape makes two fist attacks. - -***Fist***. *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 22 (3d10+6) bludgeoning damage. - -***Rock***. *Ranged Weapon Attack:* +9 to hit, range 50/100 ft., one target. *Hit:* 30 (7d6+6) bludgeoning damage. - -## Giant Badger - -*Medium beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 13 (2d8+4) - -**Speed** 30 ft., burrow 10 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 13 (+1) | 10 (+0) | 15 (+2) | 2 (-4) | 12 (+1) | 5 (-3) | - -**Senses** darkvision 30 ft., passive Perception 11 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Keen Smell***. The badger has advantage on Wisdom (Perception) checks that rely on smell. - -###### Actions - -***Multiattack***. The badger makes two attacks: one with its bite and one with its claws. - -***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (2d4+1) slashing damage. - -## Giant Bat - -*Large beast, unaligned* - -**Armor Class** 13 - -**Hit Points** 22 (4d10) - -**Speed** 10 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 16 (+3) | 11 (+0) | 2 (-4) | 12 (+1) | 6 (-2) | - -**Senses** blindsight 60 ft., passive Perception 11 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Echolocation***. The bat can't use its blindsight while deafened. - -***Keen Hearing***. The bat has advantage on Wisdom (Perception) checks that rely on hearing. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6+2) piercing damage. - -## Giant Boar - -*Large beast, unaligned* - -**Armor Class** 12 (natural armor) - -**Hit Points** 42 (5d10+15) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 17 (+3) | 10 (+0) | 16 (+3) | 2 (-4) | 7 (-2) | 5 (-3) | - -**Senses** passive Perception 8 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Charge***. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - -***Relentless (Recharges after a Short or Long Rest)***. If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. - -###### Actions - -***Tusk***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage. - -## Giant Centipede - -*Small beast, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 4 (1d6+1) - -**Speed** 30 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|--------|--------| -| 5 (-3) | 14 (+2) | 12 (+1) | 1 (-5) | 7 (-2) | 3 (-4) | - -**Senses** blindsight 30 ft., passive Perception 8 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. - -## Giant Constrictor Snake - -*Huge beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 60 (8d12+8) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 19 (+4) | 14 (+2) | 12 (+1) | 1 (-5) | 10 (+0) | 3 (-4) | - -**Skills** Perception +2 - -**Senses** blindsight 10 ft., passive Perception 12 - -**Languages** - - -**Challenge** 2 (450 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one creature. *Hit:* 11 (2d6+4) piercing damage. - -***Constrict***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 13 (2d8+4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target. - -## Giant Crab - -*Medium beast, unaligned* - -**Armor Class** 15 (natural armor) - -**Hit Points** 13 (3d8) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 13 (+1) | 15 (+2) | 11 (+0) | 1 (-5) | 9 (-1) | 3 (-4) | - -**Skills** Stealth +4 - -**Senses** blindsight 30 ft., passive Perception 9 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -***Amphibious***. The crab can breathe air and water. - -###### Actions - -***Claw***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target. - -## Giant Crocodile - -*Huge beast, unaligned* - -**Armor Class** 14 (natural armor) - -**Hit Points** 85 (9d12+27) - -**Speed** 30 ft., swim 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 21 (+5) | 9 (-1) | 17 (+3) | 2 (-4) | 10 (+0) | 7 (-2) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 5 (1,800 XP) - -***Hold Breath***. The crocodile can hold its breath for 30 minutes. - -###### Actions - -***Multiattack***. The crocodile makes two attacks: one with its bite and one with its tail. - -***Bite***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 21 (3d10+5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target. - -***Tail***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target not grappled by the crocodile. *Hit:* 14 (2d8+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. - -## Giant Eagle - -*Large beast, neutral good* - -**Armor Class** 13 - -**Hit Points** 26 (4d10+4) - -**Speed** 10 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 16 (+3) | 17 (+3) | 13 (+1) | 8 (-1) | 14 (+2) | 10 (+0) | - -**Skills** Perception +4 - -**Senses** passive Perception 14 - -**Languages** Giant Eagle, understands Common and Auran but can't speak them - -**Challenge** 1 (200 XP) - -***Keen Sight***. The eagle has advantage on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Multiattack***. The eagle makes two attacks: one with its beak and one with its talons. - -***Beak***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) piercing damage. - -***Talons***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage. - -A **giant eagle** is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles). - -## Giant Elk - -*Huge beast, unaligned* - -**Armor Class** 14 (natural armor) - -**Hit Points** 42 (5d12+10) - -**Speed** 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 19 (+4) | 16 (+3) | 14 (+2) | 7 (-2) | 14 (+2) | 10 (+0) | - -**Skills** Perception +4 - -**Senses** passive Perception 14 - -**Languages** Giant Elk, understands Common, Elvish, and Sylvan but can't speak them - -**Challenge** 2 (450 XP) - -***Charge***. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. - -###### Actions - -***Ram***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. - -***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one prone creature. *Hit:* 22 (4d8+4) bludgeoning damage. - -The majestic **giant elk** is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath. - -## Giant Fire Beetle - -*Small beast, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 4 (1d6+1) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|--------|--------| -| 8 (-1) | 10 (+0) | 12 (+1) | 1 (-5) | 7 (-2) | 3 (-4) | - -**Senses** blindsight 30 ft., passive Perception 8 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Illumination***. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 2 (1d6-1) slashing damage. - -A **giant fire beetle** is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle's glands continue to shed light for 1d6 days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests. - -## Giant Frog - -*Medium beast, unaligned* - -**Armor Class** 11 - -**Hit Points** 18 (4d8) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 12 (+1) | 13 (+1) | 11 (+0) | 2 (-4) | 10 (+0) | 3 (-4) | - -**Skills** Perception +2, Stealth +3 - -**Senses** darkvision 30 ft., passive Perception 12 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Amphibious***. The frog can breathe air and water. - -***Standing Leap***. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target. - -***Swallow***. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. - -If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. - -## Giant Goat - -*Large beast, unaligned* - -**Armor Class** 11 (natural armor) - -**Hit Points** 19 (3d10+3) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 11 (+0) | 12 (+1) | 3 (-4) | 12 (+1) | 6 (-2) | - -**Senses** passive Perception 11 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Charge***. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - -***Sure-Footed***. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. - -###### Actions - -***Ram***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (2d4+3) bludgeoning damage. - -## Giant Hyena - -*Large beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 45 (6d10+12) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 16 (+3) | 14 (+2) | 14 (+2) | 2 (-4) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Rampage***. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) piercing damage. - -## Giant Lizard - -*Large beast, unaligned* - -**Armor Class** 12 (natural armor) - -**Hit Points** 19 (3d10+3) - -**Speed** 30 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 12 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 5 (-3) | - -**Senses** darkvision 30 ft., passive Perception 10 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) piercing damage. - -A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and others. - -## Giant Octopus - -*Large beast, unaligned* - -**Armor Class** 11 - -**Hit Points** 52 (8d10+8) - -**Speed** 10 ft., swim 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 13 (+1) | 13 (+1) | 4 (-3) | 10 (+0) | 4 (-3) | - -**Skills** Perception +4, Stealth +5 - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Hold Breath***. While out of water, the octopus can hold its breath for 1 hour. - -***Underwater Camouflage***. The octopus has advantage on Dexterity (Stealth) checks made while underwater. - -***Water Breathing***. The octopus can breathe only underwater. - -###### Actions - -***Tentacles***. *Melee Weapon Attack:* +5 to hit, reach 15 ft., one target. *Hit:* 10 (2d6+3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target. - -***Ink Cloud (Recharges after a Short or Long Rest)***. A 20- foot radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. - -## Giant Owl - -*Large beast, neutral* - -**Armor Class** 12 - -**Hit Points** 19 (3d10+3) - -**Speed** 5 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 13 (+1) | 15 (+2) | 12 (+1) | 8 (-1) | 13 (+1) | 10 (+0) | - -**Skills** Perception +5, Stealth +4 - -**Senses** darkvision 120 ft., passive Perception 15 - -**Languages** Giant Owl, understands Common, Elvish, and Sylvan but can't speak them - -**Challenge** 1/4 (50 XP) - -***Flyby***. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. - -***Keen Hearing and Sight***. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. - -###### Actions - -***Talons***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 8 (2d6+1) slashing damage. - -**Giant owls** often befriend fey and other sylvan creatures and are guardians of their woodland realms. - -## Giant Poisonous Snake - -*Medium beast, unaligned* - -**Armor Class** 14 - -**Hit Points** 11 (2d8+2) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 10 (+0) | 18 (+4) | 13 (+1) | 2 (-4) | 10 (+0) | 3 (-4) | - -**Skills** Perception +2 - -**Senses** blindsight 10 ft., passive Perception 12 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 6 (1d4+4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. - -## Giant Rat - -*Small beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 7 (2d6) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 7 (-2) | 15 (+2) | 11 (+0) | 2 (-4) | 10 (+0) | 4 (-3) | - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -***Keen Smell***. The rat has advantage on Wisdom (Perception) checks that rely on smell. - -***Pack Tactics***. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage. - ->**Variant: Diseased Giant Rats** -> ->Some giant rats carry vile diseases that they spread with their bites. A diseased giant rat has a challenge rating of 1/8 (25 XP) and the following action instead of its normal bite attack. -> ->***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies. - -## Giant Scorpion - -*Large beast, unaligned* - -**Armor Class** 15 (natural armor) - -**Hit Points** 52 (7d10+14) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 15 (+2) | 13 (+1) | 15 (+2) | 1 (-5) | 9 (-1) | 3 (-4) | - -**Senses** blindsight 60 ft., passive Perception 9 - -**Languages** - - -**Challenge** 3 (700 XP) - -###### Actions - -***Multiattack***. The scorpion makes three attacks: two with its claws and one with its sting. - -***Claw***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target. - -***Sting***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 7 (1d10+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. - -## Giant Sea Horse - -*Large beast, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 16 (3d10) - -**Speed** 0 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 12 (+1) | 15 (+2) | 11 (+0) | 2 (-4) | 12 (+1) | 5 (-3) | - -**Senses** passive Perception 11 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Charge***. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. - -***Water Breathing***. The sea horse can breathe only underwater. - -###### Actions - -***Ram***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) bludgeoning damage. - -Like their smaller kin, **giant sea horses** are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts. - -## Giant Shark - -*Huge beast, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 126 (11d12+55) - -**Speed** 0 ft., swim 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 23 (+6) | 11 (+0) | 21 (+5) | 1 (-5) | 10 (+0) | 5 (-3) | - -**Skills** Perception +3 - -**Senses** blindsight 60 ft., passive Perception 13 - -**Languages** - - -**Challenge** 5 (1,800 XP) - -***Blood Frenzy***. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. - -***Water Breathing***. The shark can breathe only underwater. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 22 (3d10+6) piercing damage. - -A **giant shark** is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships. - -## Giant Spider - -*Large beast, unaligned* - -**Armor Class** 14 (natural armor) - -**Hit Points** 26 (4d10+4) - -**Speed** 30 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 14 (+2) | 16 (+3) | 12 (+1) | 2 (-4) | 11 (+0) | 4 (-3) | - -**Skills** Stealth +7 - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 10 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Spider Climb***. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -***Web Sense***. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. - -***Web Walker***. The spider ignores movement restrictions caused by webbing. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 7 (1d8+3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. - -***Web (Recharge 5-6)***. *Ranged Weapon Attack:* +5 to hit, range 30/60 ft., one creature. *Hit:* The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). - -To snare its prey, a **giant spider** spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims. - -## Giant Toad - -*Large beast, unaligned* - -**Armor Class** 11 - -**Hit Points** 39 (6d10+6) - -**Speed** 20 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 13 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 3 (-4) | - -**Senses** darkvision 30 ft., passive Perception 10 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Amphibious***. The toad can breathe air and water. - -***Standing Leap***. The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10+2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target. - -***Swallow***. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. - -If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. - -## Giant Vulture - -*Large beast, neutral evil* - -**Armor Class** 10 - -**Hit Points** 22 (3d10+6) - -**Speed** 10 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 10 (+0) | 15 (+2) | 6 (-2) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** understands Common but can't speak - -**Challenge** 1 (200 XP) - -***Keen Sight and Smell***. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. - -***Pack Tactics***. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Multiattack***. The vulture makes two attacks: one with its beak and one with its talons. - -***Beak***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) piercing damage. - -***Talons***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6+2) slashing damage. - -A **giant vulture** has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering. - -## Giant Wasp - -*Medium beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 13 (3d8) - -**Speed** 10 ft., fly 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 10 (+0) | 14 (+2) | 10 (+0) | 1 (-5) | 10 (+0) | 3 (-4) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -###### Actions - -***Sting***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. - -## Giant Weasel - -*Medium beast, unaligned* - -**Armor Class** 13 - -**Hit Points** 9 (2d8) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 11 (+0) | 16 (+3) | 10 (+0) | 4 (-3) | 12 (+1) | 5 (-3) | - -**Skills** Perception +3, Stealth +5 - -**Senses** darkvision 60 ft., passive Perception 13 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -***Keen Hearing and Smell***. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4+3) piercing damage. - -## Giant Wolf Spider - -*Medium beast, unaligned* - -**Armor Class** 13 - -**Hit Points** 11 (2d8+2) - -**Speed** 40 ft., climb 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 12 (+1) | 16 (+3) | 13 (+1) | 3 (-4) | 12 (+1) | 4 (-3) | - -**Skills** Perception +3, Stealth +7 - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 13 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Spider Climb***. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -***Web Sense***. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. - -***Web Walker***. The spider ignores movement restrictions caused by webbing. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 4 (1d6+1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. - -Smaller than a giant spider, a **giant wolf spider** hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris. - -## Goat - -*Medium beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 4 (1d8) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 12 (+1) | 10 (+0) | 11 (+0) | 2 (-4) | 10 (+0) | 5 (-3) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Charge***. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone. - -***Sure-Footed***. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. - -###### Actions - -***Ram***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) bludgeoning damage. - -## Hawk - -*Tiny beast, unaligned* - -**Armor Class** 13 - -**Hit Points** 1 (1d4-1) - -**Speed** 10 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 5 (-3) | 16 (+3) | 8 (-1) | 2 (-4) | 14 (+2) | 6 (-2) | - -**Skills** Perception +4 - -**Senses** passive Perception 14 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Keen Sight***. The hawk has advantage on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Talons***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage. - -## Hunter Shark - -*Large beast, unaligned* - -**Armor Class** 12 (natural armor) - -**Hit Points** 45 (6d10+12) - -**Speed** 0 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 13 (+1) | 15 (+2) | 1 (-5) | 10 (+0) | 4 (-3) | - -**Skills** Perception +2 - -**Senses** blindsight 30 ft., passive Perception 12 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Blood Frenzy***. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. - -***Water Breathing***. The shark can breathe only underwater. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) piercing damage. - -Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter shark** haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long. - -## Hyena - -*Medium beast, unaligned* - -**Armor Class** 11 - -**Hit Points** 5 (1d8+1) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 11 (+0) | 13 (+1) | 12 (+1) | 2 (-4) | 12 (+1) | 5 (-3) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Pack Tactics***. The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Creatures J-L.md b/Documents/Monsters/Creatures J-L.md deleted file mode 100644 index 50a2b61..0000000 --- a/Documents/Monsters/Creatures J-L.md +++ /dev/null @@ -1,123 +0,0 @@ -# Creatures (J-L) - -## Jackal - -*Small beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 3 (1d6) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 8 (-1) | 15 (+2) | 11 (+0) | 3 (-4) | 12 (+1) | 6 (-2) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Keen Hearing and Smell***. The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -***Pack Tactics***. The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 1 (1d4-1) piercing damage. - -## Killer Whale - -*Huge beast, unaligned* - -**Armor Class** 12 (natural armor) - -**Hit Points** 90 (12d12+12) - -**Speed** 0 ft., swim 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 19 (+4) | 10 (+0) | 13 (+1) | 3 (-4) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3 - -**Senses** blindsight 120 ft., passive Perception 13 - -**Languages** - - -**Challenge** 3 (700 XP) - -***Echolocation***. The whale can't use its blindsight while deafened. - -***Hold Breath***. The whale can hold its breath for 30 minutes. - -***Keen Hearing***. The whale has advantage on Wisdom (Perception) checks that rely on hearing. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 21 (5d6+4) piercing damage. - -## Lion - -*Large beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 26 (4d10+4) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 15 (+2) | 13 (+1) | 3 (-4) | 12 (+1) | 8 (-1) | - -**Skills** Perception +3, Stealth +6 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Keen Smell***. The lion has advantage on Wisdom (Perception) checks that rely on smell. - -***Pack Tactics***. The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't incapacitated. - -***Pounce***. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action. - -***Running Leap***. With a 10-foot running start, the lion can long jump up to 25 feet. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) piercing damage. - -***Claw***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) slashing damage. - -## Lizard - -*Tiny beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 2 (1d4) - -**Speed** 20 ft., climb 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|--------|--------| -| 2 (-4) | 11 (+0) | 10 (+0) | 1 (-5) | 8 (-1) | 3 (-4) | - -**Senses** darkvision 30 ft., passive Perception 9 - -**Languages** - - -**Challenge** 0 (10 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Creatures M-O.md b/Documents/Monsters/Creatures M-O.md deleted file mode 100644 index 030781c..0000000 --- a/Documents/Monsters/Creatures M-O.md +++ /dev/null @@ -1,153 +0,0 @@ -# Creatures (M-O) - -## Mammoth - -*Huge beast, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 126 (11d12+55) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 24 (+7) | 9 (-1) | 21 (+5) | 3 (-4) | 11 (+0) | 6 (-2) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 6 (2,300 XP) - -***Trampling Charge***. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action. - -###### Actions - -***Gore***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 25 (4d8+7) piercing damage. - -***Stomp***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one prone creature. *Hit:* 29 (4d10+7) bludgeoning damage. - -A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical. - -## Mastiff - -*Medium beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 5 (1d8+1) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 13 (+1) | 14 (+2) | 12 (+1) | 3 (-4) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -***Keen Hearing and Smell***. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. - -**Mastiffs** are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts. - -## Mule - -*Medium beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 11 (2d8+2) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 14 (+2) | 10 (+0) | 13 (+1) | 2 (-4) | 10 (+0) | 5 (-3) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -***Beast of Burden***. The mule is considered to be a Large animal for the purpose of determining its carrying capacity. - -***Sure-Footed***. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. - -###### Actions - -***Hooves***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) bludgeoning damage. - -## Octopus - -*Small beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 3 (1d6) - -**Speed** 5 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 4 (-3) | 15 (+2) | 11 (+0) | 3 (-4) | 10 (+0) | 4 (-3) | - -**Skills** Perception +2, Stealth +4 - -**Senses** darkvision 30 ft., passive Perception 12 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Hold Breath***. While out of water, the octopus can hold its breath for 30 minutes. - -***Underwater Camouflage***. The octopus has advantage on Dexterity (Stealth) checks made while underwater. - -***Water Breathing***. The octopus can breathe only underwater. - -###### Actions - -***Tentacles***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target. - -***Ink Cloud (Recharges after a Short or Long Rest)***. A 5- foot radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. - -## Owl - -*Tiny beast, unaligned* - -**Armor Class** 11 - -**Hit Points** 1 (1d4-1) - -**Speed** 5 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 3 (-4) | 13 (+1) | 8 (-1) | 2 (-4) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3, Stealth +3 - -**Senses** darkvision 120 ft., passive Perception 13 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Flyby***. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. - -***Keen Hearing and Sight***. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. - -###### Actions - -***Talons***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage. \ No newline at end of file diff --git a/Documents/Monsters/Creatures P-R.md b/Documents/Monsters/Creatures P-R.md deleted file mode 100644 index 16b09b7..0000000 --- a/Documents/Monsters/Creatures P-R.md +++ /dev/null @@ -1,313 +0,0 @@ -# Creatures (P-R) - -## Panther - -*Medium beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 13 (3d8) - -**Speed** 50 ft., climb 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 14 (+2) | 15 (+2) | 10 (+0) | 3 (-4) | 14 (+2) | 7 (-2) | - -**Skills** Perception +4, Stealth +6 - -**Senses** passive Perception 14 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Keen Smell***. The panther has advantage on Wisdom (Perception) checks that rely on smell. - -***Pounce***. If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -***Claw***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) slashing damage. - -## Phase Spider - -*Large monstrosity, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 32 (5d10+5) - -**Speed** 30 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 15 (+2) | 12 (+1) | 6 (-2) | 10 (+0) | 6 (-2) | - -**Skills** Stealth +6 - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** - - -**Challenge** 3 (700 XP) - -***Ethereal Jaunt***. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa. - -***Spider Climb***. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -***Web Walker***. The spider ignores movement restrictions caused by webbing. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 7 (1d10+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. - -A **phase spider** possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport. - -## Poisonous Snake - -*Tiny beast, unaligned* - -**Armor Class** 13 - -**Hit Points** 2 (1d4) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 2 (-4) | 16 (+3) | 11 (+0) | 1 (-5) | 10 (+0) | 3 (-4) | - -**Senses** blindsight 10 ft., passive Perception 10 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. - -## Polar Bear - -*Large beast, unaligned* - -**Armor Class** 12 (natural armor) - -**Hit Points** 42 (5d10+15) - -**Speed** 40 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 20 (+5) | 10 (+0) | 16 (+3) | 2 (-4) | 13 (+1) | 7 (-2) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Keen Smell***. The bear has advantage on Wisdom (Perception) checks that rely on smell. - -###### Actions - -***Multiattack***. The bear makes two attacks: one with its bite and one with its claws. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 9 (1d8+5) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 12 (2d6+5) slashing damage. - -## Pony - -*Medium beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 11 (2d8+2) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 10 (+0) | 13 (+1) | 2 (-4) | 11 (+0) | 7 (-2) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -###### Actions - -***Hooves***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) bludgeoning damage. - -## Quipper - -*Tiny beast, unaligned* - -**Armor Class** 13 - -**Hit Points** 1 (1d4-1) - -**Speed** 0 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|--------|--------| -| 2 (-4) | 16 (+3) | 9 (-1) | 1 (-5) | 7 (-2) | 2 (-4) | - -**Senses** darkvision 60 ft., passive Perception 8 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Blood Frenzy***. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points. - -***Water Breathing***. The quipper can breathe only underwater. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. - -A **quipper** is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix. - -## Rat - -*Tiny beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 1 (1d4-1) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 2 (-4) | 11 (+0) | 9 (-1) | 2 (-4) | 10 (+0) | 4 (-3) | - -**Senses** darkvision 30 ft., passive Perception 10 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Keen Smell***. The rat has advantage on Wisdom (Perception) checks that rely on smell. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. - -## Raven - -*Tiny beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 1 (1d4-1) - -**Speed** 10 ft., fly 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 2 (-4) | 14 (+2) | 8 (-1) | 2 (-4) | 12 (+1) | 6 (-2) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Mimicry***. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. - -###### Actions - -***Beak***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. - -## Reef Shark - -*Medium beast, unaligned* - -**Armor Class** 12 (natural armor) - -**Hit Points** 22 (4d8+4) - -**Speed** 0 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 14 (+2) | 13 (+1) | 13 (+1) | 1 (-5) | 10 (+0) | 4 (-3) | - -**Skills** Perception +2 - -**Senses** blindsight 30 ft., passive Perception 12 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Pack Tactics***. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated. - -***Water Breathing***. The shark can breathe only underwater. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) piercing damage. - -Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long. - -## Rhinoceros - -*Large beast, unaligned* - -**Armor Class** 11 (natural armor) - -**Hit Points** 45 (6d10+12) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 21 (+5) | 8 (-1) | 15 (+2) | 2 (-4) | 12 (+1) | 6 (-2) | - -**Senses** passive Perception 11 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Charge***. If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. - -###### Actions - -***Gore***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) bludgeoning damage. - -## Riding Horse - -*Large beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 13 (2d10+2) - -**Speed** 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 16 (+3) | 10 (+0) | 12 (+1) | 2 (-4) | 11 (+0) | 7 (-2) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Hooves***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (2d4+3) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Creatures S-U.md b/Documents/Monsters/Creatures S-U.md deleted file mode 100644 index 141f18e..0000000 --- a/Documents/Monsters/Creatures S-U.md +++ /dev/null @@ -1,353 +0,0 @@ -# Creatures (S-U) - -## Saber-Toothed Tiger - -*Large beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 52 (7d10+14) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 14 (+2) | 15 (+2) | 3 (-4) | 12 (+1) | 8 (-1) | - -**Skills** Perception +3, Stealth +6 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Keen Smell***. The tiger has advantage on Wisdom (Perception) checks that rely on smell. - -***Pounce***. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (1d10+5) piercing damage. - -***Claw***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 12 (2d6+5) slashing damage. - -## Scorpion - -*Tiny beast, unaligned* - -**Armor Class** 11 (natural armor) - -**Hit Points** 1 (1d4-1) - -**Speed** 10 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|--------|--------| -| 2 (-4) | 11 (+0) | 8 (-1) | 1 (-5) | 8 (-1) | 2 (-4) | - -**Senses** blindsight 10 ft., passive Perception 9 - -**Languages** - - -**Challenge** 0 (10 XP) - -###### Actions - -***Sting***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. - -## Sea Horse - -*Tiny beast, unaligned* - -**Armor Class** 11 - -**Hit Points** 1 (1d4-1) - -**Speed** 0 ft., swim 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 1 (-5) | 12 (+1) | 8 (-1) | 1 (-5) | 10 (+0) | 2 (-4) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 0 (0 XP) - -***Water Breathing***. The sea horse can breathe only underwater. - -## Spider - -*Tiny beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 1 (1d4-1) - -**Speed** 20 ft., climb 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 2 (-4) | 14 (+2) | 8 (-1) | 1 (-5) | 10 (+0) | 2 (-4) | - -**Skills** Stealth +4 - -**Senses** darkvision 30 ft., passive Perception 10 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Spider Climb***. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -***Web Sense***. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. - -***Web Walker***. The spider ignores movement restrictions caused by webbing. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage. - -## Swarm of Bats - -*Medium swarm of Tiny beasts, unaligned* - -**Armor Class** 12 - -**Hit Points** 22 (5d8) - -**Speed** 0 ft., fly 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 5 (-3) | 15 (+2) | 10 (+0) | 2 (-4) | 12 (+1) | 4 (-3) | - -**Damage Resistances** bludgeoning, piercing, slashing - -**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - -**Senses** blindsight 60 ft., passive Perception 11 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Echolocation***. The swarm can't use its blindsight while deafened. - -***Keen Hearing***. The swarm has advantage on Wisdom (Perception) checks that rely on hearing. - -***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points. - -###### Actions - -***Bites***. *Melee Weapon Attack:* +4 to hit, reach 0 ft., one creature in the swarm's space. *Hit:* 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer. - -## Swarm of Insects - -*Medium swarm of Tiny beasts, unaligned* - -**Armor Class** 12 (natural armor) - -**Hit Points** 22 (5d8) - -**Speed** 20 ft., climb 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|--------|--------| -| 3 (-4) | 13 (+1) | 10 (+0) | 1 (-5) | 7 (-2) | 1 (-5) | - -**Damage Resistances** bludgeoning, piercing, slashing - -**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - -**Senses** blindsight 10 ft., passive Perception 8 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. - -###### Actions - -***Bites***. *Melee Weapon Attack:* +3 to hit, reach 0 ft., one target in the swarm's space. *Hit:* 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. - ->**Variant: Insect Swarms** -> ->Different kinds of insects can gather in swarms, and each swarm has the special characteristics described below. -> ->**Swarm of Beetles**. A swarm of beetles gains a burrowing speed of 5 feet. -> ->**Swarm of Centipedes**. A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way. -> ->**Swarm of Spiders**. A swarm of spiders has the following additional traits. -> ->Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. -> ->Web Sense. While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web. -> ->Web Walker. The swarm ignores movement restrictions caused by webbing. -> ->**Swarm of Wasps**. A swarm of wasps has a walking speed of 5 feet, a flying speed of 30 feet, and no climbing speed. - -## Swarm of Poisonous Snakes - -*Medium swarm of Tiny beasts, unaligned* - -**Armor Class** 14 - -**Hit Points** 36 (8d8) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 8 (-1) | 18 (+4) | 11 (+0) | 1 (-5) | 10 (+0) | 3 (-4) | - -**Damage Resistances** bludgeoning, piercing, slashing - -**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - -**Senses** blindsight 10 ft., passive Perception 10 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points. - -###### Actions - -***Bites***. *Melee Weapon Attack:* +6 to hit, reach 0 ft., one creature in the swarm's space. *Hit:* 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. - -## Swarm of Quippers - -*Medium swarm of Tiny beasts, unaligned* - -**Armor Class** 13 - -**Hit Points** 28 (8d8-8) - -**Speed** 0 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|--------|--------|--------|--------| -| 13 (+1) | 16 (+3) | 9 (-1) | 1 (-5) | 7 (-2) | 2 (-4) | - -**Damage Resistances** bludgeoning, piercing, slashing - -**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - -**Senses** darkvision 60 ft., passive Perception 8 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Blood Frenzy***. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points. - -***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points. - -***Water Breathing***. The swarm can breathe only underwater. - -###### Actions - -***Bites***. *Melee Weapon Attack:* +5 to hit, reach 0 ft., one creature in the swarm's space. *Hit:* 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. - -## Swarm of Rats - -*Medium swarm of Tiny beasts, unaligned* - -**Armor Class** 10 - -**Hit Points** 24 (7d8-7) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 9 (-1) | 11 (+0) | 9 (-1) | 2 (-4) | 10 (+0) | 3 (-4) | - -**Damage Resistances** bludgeoning, piercing, slashing - -**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - -**Senses** darkvision 30 ft., passive Perception 10 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Keen Smell***. The swarm has advantage on Wisdom (Perception) checks that rely on smell. - -***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points. - -###### Actions - -***Bites***. *Melee Weapon Attack:* +2 to hit, reach 0 ft., one target in the swarm's space. *Hit:* 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. - -## Swarm of Ravens - -*Medium swarm of Tiny beasts, unaligned* - -**Armor Class** 12 - -**Hit Points** 24 (7d8-7) - -**Speed** 10 ft., fly 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 6 (-2) | 14 (+2) | 8 (-1) | 3 (-4) | 12 (+1) | 6 (-2) | - -**Skills** Perception +5 - -**Damage Resistances** bludgeoning, piercing, slashing - -**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - -**Senses** passive Perception 15 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points. - -###### Actions - -***Beaks***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target in the swarm's space. *Hit:* 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. - -## Tiger - -*Large beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 37 (5d10+10) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 15 (+2) | 14 (+2) | 3 (-4) | 12 (+1) | 8 (-1) | - -**Skills** Perception +3, Stealth +6 - -**Senses** darkvision 60 ft., passive Perception 13 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Keen Smell***. The tiger has advantage on Wisdom (Perception) checks that rely on smell. - -***Pounce***. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10+3) piercing damage. - -***Claw***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) slashing damage. \ No newline at end of file diff --git a/Documents/Monsters/Creatures V-Z.md b/Documents/Monsters/Creatures V-Z.md deleted file mode 100644 index a76d3ce..0000000 --- a/Documents/Monsters/Creatures V-Z.md +++ /dev/null @@ -1,183 +0,0 @@ -# Creatures (V-Z) - -## Vulture - -*Medium beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 5 (1d8+1) - -**Speed** 10 ft., fly 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 7 (-2) | 10 (+0) | 13 (+1) | 2 (-4) | 12 (+1) | 4 (-3) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Keen Sight and Smell***. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. - -***Pack Tactics***. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Beak***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) piercing damage. - -## Warhorse - -*Large beast, unaligned* - -**Armor Class** 11 - -**Hit Points** 19 (3d10+3) - -**Speed** 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 12 (+1) | 13 (+1) | 2 (-4) | 12 (+1) | 7 (-2) | - -**Senses** passive Perception 11 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Trampling Charge***. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action. - -###### Actions - -***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. - -## Weasel - -*Tiny beast, unaligned* - -**Armor Class** 13 - -**Hit Points** 1 (1d4-1) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 3 (-4) | 16 (+3) | 8 (-1) | 2 (-4) | 12 (+1) | 3 (-4) | - -**Skills** Perception +3, Stealth +5 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Keen Hearing and Smell***. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. - -## Winter Wolf - -*Large monstrosity, neutral evil* - -**Armor Class** 13 (natural armor) - -**Hit Points** 75 (10d10+20) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 13 (+1) | 14 (+2) | 7 (-2) | 12 (+1) | 8 (-1) | - -**Skills** Perception +5, Stealth +3 - -**Damage Immunities** cold - -**Senses** passive Perception 15 - -**Languages** Common, Giant, Winter Wolf - -**Challenge** 3 (700 XP) - -***Keen Hearing and Smell***. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -***Pack Tactics***. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. - -***Snow Camouflage***. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. - -***Cold Breath (Recharge 5-6)***. The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. - -The arctic-dwelling **winter wolf** is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves' deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations. - -## Wolf - -*Medium beast, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 11 (2d8+2) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 12 (+1) | 15 (+2) | 12 (+1) | 3 (-4) | 12 (+1) | 6 (-2) | - -**Skills** Perception +3, Stealth +4 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Keen Hearing and Smell***. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -***Pack Tactics***. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. - -## Worg - -*Large monstrosity, neutral evil* - -**Armor Class** 13 (natural armor) - -**Hit Points** 26 (4d10+4) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 16 (+3) | 13 (+1) | 13 (+1) | 7 (-2) | 11 (+0) | 8 (-1) | - -**Skills** Perception +4 - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** Goblin, Worg - -**Challenge** 1/2 (100 XP) - -***Keen Hearing and Smell***. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - -A **worg** is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well. \ No newline at end of file diff --git a/Documents/Monsters/Crocodile (Creature).md b/Documents/Monsters/Crocodile (Creature).md new file mode 100644 index 0000000..ecd5f6d --- /dev/null +++ b/Documents/Monsters/Crocodile (Creature).md @@ -0,0 +1,27 @@ +### Crocodile + +*Large beast, unaligned* + +**Armor Class** 12 (natural armor) + +**Hit Points** 19 (3d10+3) + +**Speed** 20 ft., swim 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 15 (+2) | 10 (+0) | 13 (+1) | 2 (-4) | 10 (+0) | 5 (-3) | + +**Skills** Stealth +2 + +**Senses** passive Perception 10 + +**Languages** - + +**Challenge** 1/2 (100 XP) + +***Hold Breath***. The crocodile can hold its breath for 15 minutes. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 7 (1d10+2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target. \ No newline at end of file diff --git a/Documents/Monsters/Cult Fanatic (NPC).md b/Documents/Monsters/Cult Fanatic (NPC).md new file mode 100644 index 0000000..35dc26f --- /dev/null +++ b/Documents/Monsters/Cult Fanatic (NPC).md @@ -0,0 +1,37 @@ +### Cult Fanatic + +*Medium humanoid (any race), any non-good alignment* + +**Armor Class** 13 (leather armor) + +**Hit Points** 33 (6d8 + 6) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 11 (+0) | 14 (+2) | 12 (+1) | 10 (+0) | 13 (+1) | 14 (+2) | + +**Skills** Deception +4, Persuasion +4, Religion +2 + +**Senses** passive Perception 11 + +**Languages** any one language (usually Common) + +**Challenge** 2 (450 XP) + +***Dark Devotion***. The fanatic has advantage on saving throws against being charmed or frightened. + +***Spellcasting***. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: + +Cantrips (at will): *light*, *sacred flame*, *thaumaturgy* +1st level (4 slots): *command*, *inflict wounds*, *shield of faith* +2nd level (3 slots): *hold person*, *spiritual weapon* + +###### Actions + +***Multiattack***. The fanatic makes two melee attacks. + +***Dagger***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one creature. *Hit:* 4 (1d4 + 2) piercing damage. + +**Fanatics** are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. \ No newline at end of file diff --git a/Documents/Monsters/Cultist (NPC).md b/Documents/Monsters/Cultist (NPC).md new file mode 100644 index 0000000..95264aa --- /dev/null +++ b/Documents/Monsters/Cultist (NPC).md @@ -0,0 +1,29 @@ +### Cultist + +*Medium humanoid (any race), any non-good alignment* + +**Armor Class** 12 (leather armor) + +**Hit Points** 9 (2d8) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 11 (+0) | 12 (+1) | 10 (+0) | 10 (+0) | 11 (+0) | 10 (+0) | + +**Skills** Deception +2, Religion +2 + +**Senses** passive Perception 10 + +**Languages** any one language (usually Common) + +**Challenge** 1/8 (25 XP) + +***Dark Devotion***. The cultist has advantage on saving throws against being charmed or frightened. + +###### Actions + +***Scimitar***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 4 (1d6 + 1) slashing damage. + +**Cultists** swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. \ No newline at end of file diff --git a/Documents/Monsters/Customizing NPCs (NPC).md b/Documents/Monsters/Customizing NPCs (NPC).md new file mode 100644 index 0000000..67f49e6 --- /dev/null +++ b/Documents/Monsters/Customizing NPCs (NPC).md @@ -0,0 +1,11 @@ +### Customizing NPCs + +There are many easy ways to customize the NPCs in this appendix for your home campaign. + +***Racial Traits***. You can add racial traits to an NPC. For example, a halfling druid might have a speed of 25 feet and the Lucky trait. Adding racial traits to an NPC doesn't alter its challenge rating. For more on racial traits, see the *Player's Handbook*. + +***Spell Swaps***. One way to customize an NPC spellcaster is to replace one or more of its spells. You can substitute any spell on the NPC's spell list with a different spell of the same level from the same spell list. Swapping spells in this manner doesn't alter an NPC's challenge rating. + +***Armor and Weapon Swaps***. You can upgrade or downgrade an NPC's armor, or add or switch weapons. Adjustments to Armor Class and damage can change an NPC's challenge rating. + +***Magic Items***. The more powerful an NPC, the more likely it has one or more magic items in its possession. An archmage, for example, might have a magic staff or wand, as well as one or more potions and scrolls. Giving an NPC a potent damage-dealing magic item could alter its challenge rating. \ No newline at end of file diff --git a/Documents/Monsters/Darkmantle.md b/Documents/Monsters/Darkmantle.md new file mode 100644 index 0000000..547bdab --- /dev/null +++ b/Documents/Monsters/Darkmantle.md @@ -0,0 +1,35 @@ +## Darkmantle + +*Small monstrosity, unaligned* + +**Armor Class** 11 + +**Hit Points** 22 (5d6+5) + +**Speed** 10 ft., fly 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 16 (+3) | 12 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 5 (-3) | + +**Skills** Stealth +3 + +**Senses** blindsight 60 ft., passive Perception 10 + +**Languages** - + +**Challenge** 1/2 (100 XP) + +***Echolocation***. The darkmantle can't use its blindsight while deafened. + +***False Appearance***. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite. + +###### Actions + +***Crush***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 6 (1d6+3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. + +While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. + +A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement. + +***Darkness Aura (1/Day)***. A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. \ No newline at end of file diff --git a/Documents/Monsters/Death Dog (Creature).md b/Documents/Monsters/Death Dog (Creature).md new file mode 100644 index 0000000..2c184f6 --- /dev/null +++ b/Documents/Monsters/Death Dog (Creature).md @@ -0,0 +1,31 @@ +### Death Dog + +*Medium monstrosity, neutral evil* + +**Armor Class** 12 + +**Hit Points** 39 (6d8+12) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 15 (+2) | 14 (+2) | 14 (+2) | 3 (-4) | 13 (+1) | 6 (-2) | + +**Skills** Perception +5, Stealth +4 + +**Senses** darkvision 120 ft., passive Perception 15 + +**Languages** - + +**Challenge** 1 (200 XP) + +***Two-Headed***. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. + +###### Actions + +***Multiattack***. The dog makes two bite attacks. + +***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. + +A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone. \ No newline at end of file diff --git a/Documents/Monsters/Deer (Creature).md b/Documents/Monsters/Deer (Creature).md new file mode 100644 index 0000000..e7ea68a --- /dev/null +++ b/Documents/Monsters/Deer (Creature).md @@ -0,0 +1,23 @@ +### Deer + +*Medium beast, unaligned* + +**Armor Class** 13 + +**Hit Points** 4 (1d8) + +**Speed** 50 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 11 (+0) | 16 (+3) | 11 (+0) | 2 (-4) | 14 (+2) | 5 (-3) | + +**Senses** passive Perception 12 + +**Languages** - + +**Challenge** 0 (10 XP) + +###### Actions + +***Bite***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Deva (Angel).md b/Documents/Monsters/Deva (Angel).md new file mode 100644 index 0000000..41fa6bb --- /dev/null +++ b/Documents/Monsters/Deva (Angel).md @@ -0,0 +1,49 @@ +### Deva (Angel) + +*Medium celestial, lawful good* + +**Armor Class** 17 (natural armor) + +**Hit Points** 136 (16d8+64) + +**Speed** 30 ft., fly 90 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 18 (+4) | 18 (+4) | 18 (+4) | 17 (+3) | 20 (+5) | 20 (+5) | + +**Saving Throws** Wis +9, Cha +9 + +**Skills** Insight +9, Perception +9 + +**Damage Resistances** radiant; bludgeoning, piercing, and slashing from nonmagical attacks + +**Condition Immunities** charmed, exhaustion, frightened + +**Senses** darkvision 120 ft., passive Perception 19 + +**Languages** all, telepathy 120 ft. + +**Challenge** 10 (5,900 XP) + +***Angelic Weapons***. The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). + +***Innate Spellcasting***. The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal Components + +At will: *detect evil and good* + +1/day each: *commune*, *raise dead* + +***Magic Resistance***. The deva has advantage on saving throws against spells and other magical effects. + +###### Actions + +***Multiattack***. The deva makes two melee attacks. + +***Mace***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 7 (1d6+4) bludgeoning damage plus 18 (4d8) radiant damage. + +***Healing Touch (3/Day)***. The deva touches another creature. The target magically regains 20 (4d8+2) hit points and is freed from any curse, disease, poison, blindness, or deafness. + +***Change Shape***. The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice). + +In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. \ No newline at end of file diff --git a/Documents/Monsters/Dire Wolf (Creature).md b/Documents/Monsters/Dire Wolf (Creature).md new file mode 100644 index 0000000..afaec8f --- /dev/null +++ b/Documents/Monsters/Dire Wolf (Creature).md @@ -0,0 +1,29 @@ +### Dire Wolf + +*Large beast, unaligned* + +**Armor Class** 14 (natural armor) + +**Hit Points** 37 (5d10+10) + +**Speed** 50 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 17 (+3) | 15 (+2) | 15 (+2) | 3 (-4) | 12 (+1) | 7 (-2) | + +**Skills** Perception +3, Stealth +4 + +**Senses** passive Perception 13 + +**Languages** - + +**Challenge** 1 (200 XP) + +***Keen Hearing and Smell***. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. + +***Pack Tactics***. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. \ No newline at end of file diff --git a/Documents/Monsters/Djinni (Genie).md b/Documents/Monsters/Djinni (Genie).md new file mode 100644 index 0000000..d78827e --- /dev/null +++ b/Documents/Monsters/Djinni (Genie).md @@ -0,0 +1,43 @@ +### Djinni (Genie) + +*Large elemental, chaotic good* + +**Armor Class** 17 (natural armor) + +**Hit Points** 161 (14d10+84) + +**Speed** 30 ft., fly 90 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 21 (+5) | 15 (+2) | 22 (+6) | 15 (+2) | 16 (+3) | 20 (+5) | + +**Saving Throws** Dex +6, Wis +7, Cha +9 + +**Damage Immunities** lightning, thunder + +**Senses** darkvision 120 ft., passive Perception 13 + +**Languages** Auran + +**Challenge** 11 (7,200 XP) + +***Elemental Demise***. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying. + +***Innate Spellcasting***. The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material Components + +At will: *detect evil and good*, *detect magic*, *thunderwave* + +3/day each: *create food and water* (can create wine instead of water), *tongues*, *wind walk* + +1/day each: *conjure elemental* (air elemental only), *creation*, *gaseous form*, *invisibility*, *major image*, *plane shift* + +###### Actions + +***Multiattack***. The djinni makes three scimitar attacks. + +***Scimitar***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 12 (2d6+5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice). + +***Create Whirlwind***. A 5-foot radius, 30-foot tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. + +A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind. \ No newline at end of file diff --git a/Documents/Monsters/Doppelganger.md b/Documents/Monsters/Doppelganger.md new file mode 100644 index 0000000..b1b0ff4 --- /dev/null +++ b/Documents/Monsters/Doppelganger.md @@ -0,0 +1,37 @@ +## Doppelganger + +*Medium monstrosity (shapechanger), neutral* + +**Armor Class** 14 + +**Hit Points** 52 (8d8+16) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 11 (+0) | 18 (+4) | 14 (+2) | 11 (+0) | 12 (+1) | 14 (+2) | + +**Skills** Deception +6, Insight +3 + +**Condition Immunities** charmed + +**Senses** darkvision 60 ft., passive Perception 11 + +**Languages** Common + +**Challenge** 3 (700 XP) + +***Shapechanger***. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + +***Ambusher***. The doppelganger has advantage on attack rolls against any creature it has surprised. + +***Surprise Attack***. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. + +###### Actions + +***Multiattack***. The doppelganger makes two melee attacks. + +***Slam***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6+4) bludgeoning damage. + +***Read Thoughts***. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. \ No newline at end of file diff --git a/Documents/Monsters/Draft Horse (Creature).md b/Documents/Monsters/Draft Horse (Creature).md new file mode 100644 index 0000000..b541797 --- /dev/null +++ b/Documents/Monsters/Draft Horse (Creature).md @@ -0,0 +1,23 @@ +### Draft Horse + +*Large beast, unaligned* + +**Armor Class** 10 + +**Hit Points** 19 (3d10+3) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 18 (+4) | 10 (+0) | 12 (+1) | 2 (-4) | 11 (+0) | 7 (-2) | + +**Senses** passive Perception 10 + +**Languages** - + +**Challenge** 1/4 (50 XP) + +###### Actions + +***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (2d4+4) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Dragon Turtle.md b/Documents/Monsters/Dragon Turtle.md new file mode 100644 index 0000000..d586f3a --- /dev/null +++ b/Documents/Monsters/Dragon Turtle.md @@ -0,0 +1,37 @@ +## Dragon Turtle + +*Gargantuan dragon, neutral* + +**Armor Class** 20 (natural armor) + +**Hit Points** 341 (22d20+110) + +**Speed** 20 ft., swim 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 25 (+7) | 10 (+0) | 20 (+5) | 10 (+0) | 12 (+1) | 12 (+1) | + +**Saving Throws** Dex +6, Con +11, Wis +7 + +**Damage Resistances** fire + +**Senses** darkvision 120 ft., passive Perception 11 + +**Languages** Aquan, Draconic + +**Challenge** 17 (18,000 XP) + +***Amphibious***. The dragon turtle can breathe air and water. + +###### Actions + +***Multiattack***. The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks. + +***Bite***. *Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 26 (3d12+7) piercing damage. + +***Claw***. *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 16 (2d8+7) slashing damage. + +***Tail***. *Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 26 (3d12+7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone. + +***Steam Breath (Recharge 5-6)***. The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. \ No newline at end of file diff --git a/Documents/Monsters/Dretch (Demon).md b/Documents/Monsters/Dretch (Demon).md new file mode 100644 index 0000000..c9269f7 --- /dev/null +++ b/Documents/Monsters/Dretch (Demon).md @@ -0,0 +1,35 @@ +### Dretch (Demon) + +*Small fiend (demon), chaotic evil* + +**Armor Class** 11 (natural armor) + +**Hit Points** 18 (4d6+4) + +**Speed** 20 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|--------|--------| +| 11 (+0) | 11 (+0) | 12 (+1) | 5 (-3) | 8 (-1) | 3 (-4) | + +**Damage Resistances** cold, fire, lightning + +**Damage Immunities** poison + +**Condition Immunities** poisoned + +**Senses** darkvision 60 ft., passive Perception 9 + +**Languages** Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal) + +**Challenge** 1/4 (50 XP) + +###### Actions + +***Multiattack***. The dretch makes two attacks: one with its bite and one with its claws. + +***Bite***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) piercing damage. + +***Claws.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 5 (2d4) slashing damage. + +***Fetid Cloud (1/Day)***. A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions. \ No newline at end of file diff --git a/Documents/Monsters/Drider.md b/Documents/Monsters/Drider.md new file mode 100644 index 0000000..87ae3e7 --- /dev/null +++ b/Documents/Monsters/Drider.md @@ -0,0 +1,45 @@ +## Drider + +*Large monstrosity, chaotic evil* + +**Armor Class** 19 (natural armor) + +**Hit Points** 123 (13d10+52) + +**Speed** 30 ft., climb 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 16 (+3) | 16 (+3) | 18 (+4) | 13 (+1) | 14 (+2) | 12 (+1) | + +**Skills** Perception +5, Stealth +9 + +**Senses** darkvision 120 ft., passive Perception 15 + +**Languages** Elvish, Undercommon + +**Challenge** 6 (2,300 XP) + +***Fey Ancestry***. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep. + +***Innate Spellcasting***. The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material Components + +At will: *dancing lights* + +1/day each: *darkness*, *faerie fire* + +***Spider Climb***. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + +***Sunlight Sensitivity***. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + +***Web Walker***. The drider ignores movement restrictions caused by webbing. + +###### Actions + +***Multiattack***. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack. + +***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 2 (1d4) piercing damage plus 9 (2d8) poison damage. + +***Longsword***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands. + +***Longbow***. *Ranged Weapon Attack:* +6 to hit, range 150/600 ft., one target. *Hit:* 7 (1d8+3) piercing damage plus 4 (1d8) poison damage. \ No newline at end of file diff --git a/Documents/Monsters/Druid (NPC).md b/Documents/Monsters/Druid (NPC).md new file mode 100644 index 0000000..9baf277 --- /dev/null +++ b/Documents/Monsters/Druid (NPC).md @@ -0,0 +1,33 @@ +### Druid + +*Medium humanoid (any race), any alignment* + +**Armor Class** 11 (16 with *barkskin*) + +**Hit Points** 27 (5d8 + 5) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 10 (+0) | 12 (+1) | 13 (+1) | 12 (+1) | 15 (+2) | 11 (+0) | + +**Skills** Medicine +4, Nature +3, Perception +4 + +**Senses** passive Perception 14 + +**Languages** Druidic plus any two languages + +**Challenge** 2 (450 XP) + +***Spellcasting***. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: + +Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh* +1st level (4 slots): *entangle*, *longstrider*, *speak with animals*, *thunderwave* +2nd level (3 slots): *animal messenger*, *barkskin* + +###### Actions + +***Quarterstaff***. *Melee Weapon Attack:* +2 to hit (+4 to hit with *shillelagh*), reach 5 ft., one target. *Hit:* 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with *shillelagh*. + +**Druids** dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are **tribal shamans** who heal the sick, pray to animal spirits, and provide spiritual guidance. \ No newline at end of file diff --git a/Documents/Monsters/Dryad.md b/Documents/Monsters/Dryad.md new file mode 100644 index 0000000..d8bf367 --- /dev/null +++ b/Documents/Monsters/Dryad.md @@ -0,0 +1,45 @@ +## Dryad + +*Medium fey, neutral* + +**Armor Class** 11 (16 with *barkskin*) + +**Hit Points** 22 (5d8) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 10 (+0) | 12 (+1) | 11 (+0) | 14 (+2) | 15 (+2) | 18 (+4) | + +**Skills** Perception +4, Stealth +5 + +**Senses** darkvision 60 ft., passive Perception 14 + +**Languages** Elvish, Sylvan + +**Challenge** 1 (200 XP) + +***Innate Spellcasting***. The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material Components + +At will: *druidcraft* + +3/day each: *entangle*, *goodberry* + +1/day each: *barkskin*, *pass without trace*, *shillelagh* + +***Magic Resistance***. The dryad has advantage on saving throws against spells and other magical effects. + +***Speak with Beasts and Plants***. The dryad can communicate with beasts and plants as if they shared a language. + +***Tree Stride***. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. + +###### Actions + +***Club***. *Melee Weapon Attack:* +2 to hit (+6 to hit with *shillelagh*), reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage, or 8 (1d8+4) bludgeoning damage with *shillelagh*. + +***Fey Charm***. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can. + +Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours. + +The dryad can have no more than one humanoid and up to three beasts charmed at a time. \ No newline at end of file diff --git a/Documents/Monsters/Duergar.md b/Documents/Monsters/Duergar.md new file mode 100644 index 0000000..bd2e1be --- /dev/null +++ b/Documents/Monsters/Duergar.md @@ -0,0 +1,35 @@ +## Duergar + +*Medium humanoid (dwarf), lawful evil* + +**Armor Class** 16 (scale mail, shield) + +**Hit Points** 26 (4d8+8) + +**Speed** 25 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|--------| +| 14 (+2) | 11 (+0) | 14 (+2) | 11 (+0) | 10 (+0) | 9 (-1) | + +**Damage Resistances** poison + +**Senses** darkvision 120 ft., passive Perception 10 + +**Languages** Dwarvish, Undercommon + +**Challenge** 1 (200 XP) + +***Duergar Resilience***. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + +***Sunlight Sensitivity***. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + +###### Actions + +***Enlarge (Recharges after a Short or Long Rest)***. For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. + +***War Pick***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) piercing damage, or 11 (2d8+2) piercing damage while enlarged. + +***Javelin***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 5 (1d6+2) piercing damage, or 9 (2d6+2) piercing damage while enlarged. + +***Invisibility (Recharges after a Short or Long Rest)***. The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. \ No newline at end of file diff --git a/Documents/Monsters/Dust Mephit.md b/Documents/Monsters/Dust Mephit.md new file mode 100644 index 0000000..825566a --- /dev/null +++ b/Documents/Monsters/Dust Mephit.md @@ -0,0 +1,37 @@ +### Dust Mephit + +*Small elemental, neutral evil* + +**Armor Class** 12 + +**Hit Points** 17 (5d6) + +**Speed** 30 ft., fly 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|--------|---------|---------| +| 5 (-3) | 14 (+2) | 10 (+0) | 9 (-1) | 11 (+0) | 10 (+0) | + +**Skills** Perception +2, Stealth +4 + +**Damage Vulnerabilities** Fire + +**Damage Immunities** Poison + +**Condition Immunities** Poisoned + +**Senses** Darkvision 60 ft., passive Perception 12 + +**Languages** Auran, Terran + +**Challenge** 1/2 (100 XP) + +***Death Burst***. When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. + +***Innate Spellcasting (1/Day)***. The mephit can innately cast *sleep*, requiring no material components. Its innate spellcasting ability is Charisma. + +###### Actions + +***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4+2) slashing damage. + +***Blinding Breath (Recharge 6)***. The mephit exhales a 15- foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \ No newline at end of file diff --git a/Documents/Monsters/Eagle (Creature).md b/Documents/Monsters/Eagle (Creature).md new file mode 100644 index 0000000..efe5397 --- /dev/null +++ b/Documents/Monsters/Eagle (Creature).md @@ -0,0 +1,27 @@ +### Eagle + +*Small beast, unaligned* + +**Armor Class** 12 + +**Hit Points** 3 (1d6) + +**Speed** 10 ft., fly 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|--------|---------|--------| +| 6 (-2) | 15 (+2) | 10 (+0) | 2 (-4) | 14 (+2) | 7 (-2) | + +**Skills** Perception +4 + +**Senses** passive Perception 14 + +**Languages** - + +**Challenge** 0 (10 XP) + +***Keen Sight***. The eagle has advantage on Wisdom (Perception) checks that rely on sight. + +###### Actions + +***Talons***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) slashing damage. \ No newline at end of file diff --git a/Documents/Monsters/Earth Elemental.md b/Documents/Monsters/Earth Elemental.md new file mode 100644 index 0000000..c66e75b --- /dev/null +++ b/Documents/Monsters/Earth Elemental.md @@ -0,0 +1,37 @@ +### Earth Elemental + +*Large elemental, neutral* + +**Armor Class** 17 (natural armor) + +**Hit Points** 126 (12d10+60) + +**Speed** 30 ft., burrow 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|--------|---------|--------| +| 20 (+5) | 8 (-1) | 20 (+5) | 5 (-3) | 10 (+0) | 5 (-3) | + +**Damage Vulnerabilities** thunder + +**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks + +**Damage Immunities** poison + +**Condition Immunities** exhaustion, paralyzed, petrified, poisoned, unconscious + +**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 10 + +**Languages** Terran + +**Challenge** 5 (1,800 XP) + +***Earth Glide***. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. + +***Siege Monster***. The elemental deals double damage to objects and structures. + +###### Actions + +***Multiattack***. The elemental makes two slam attacks. + +***Slam***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 14 (2d8+5) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Efreeti (Genie).md b/Documents/Monsters/Efreeti (Genie).md new file mode 100644 index 0000000..f05516e --- /dev/null +++ b/Documents/Monsters/Efreeti (Genie).md @@ -0,0 +1,41 @@ +### Efreeti (Genie) + +*Large elemental, lawful evil* + +**Armor Class** 17 (natural armor) + +**Hit Points** 200 (16d10+112) + +**Speed** 40 ft., fly 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 22 (+6) | 12 (+1) | 24 (+7) | 16 (+3) | 15 (+2) | 16 (+3) | + +**Saving Throws** Int +7, Wis +6, Cha +7 + +**Damage Immunities** fire + +**Senses** darkvision 120 ft., passive Perception 12 + +**Languages** Ignan + +**Challenge** 11 (7,200 XP) + +***Elemental Demise***. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying. + +***Innate Spellcasting***. The efreeti's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material Components + +At will: *detect magic* + +3/day each: *enlarge/reduce*, *tongues* + +1/day each: *conjure elemental* (fire elemental only), *gaseous form*, *invisibility*, *major image*, *plane shift*, *wall of fire* + +###### Actions + +***Multiattack***. The efreeti makes two scimitar attacks or uses its Hurl Flame twice. + +***Scimitar***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage plus 7 (2d6) fire damage. + +***Hurl Flame***. *Ranged Spell Attack:* +7 to hit, range 120 ft., one target. *Hit:* 17 (5d6) fire damage. \ No newline at end of file diff --git a/Documents/Monsters/Elephant (Creature).md b/Documents/Monsters/Elephant (Creature).md new file mode 100644 index 0000000..9fa684b --- /dev/null +++ b/Documents/Monsters/Elephant (Creature).md @@ -0,0 +1,27 @@ +### Elephant + +*Huge beast, unaligned* + +**Armor Class** 12 (natural armor) + +**Hit Points** 76 (8d12+24) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|--------|---------|--------| +| 22 (+6) | 9 (-1) | 17 (+3) | 3 (-4) | 11 (+0) | 6 (-2) | + +**Senses** passive Perception 10 + +**Languages** - + +**Challenge** 4 (1,100 XP) + +***Trampling Charge***. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action. + +###### Actions + +***Gore***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 19 (3d8+6) piercing damage. + +***Stomp***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one prone creature. *Hit:* 22 (3d10+6) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Elf, Drow.md b/Documents/Monsters/Elf, Drow.md new file mode 100644 index 0000000..1e102bb --- /dev/null +++ b/Documents/Monsters/Elf, Drow.md @@ -0,0 +1,37 @@ +## Elf, Drow + +*Medium humanoid (elf), neutral evil* + +**Armor Class** 15 (chain shirt) + +**Hit Points** 13 (3d8) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 10 (+0) | 14 (+2) | 10 (+0) | 11 (+0) | 11 (+0) | 12 (+1) | + +**Skills** Perception +2, Stealth +4 + +**Senses** darkvision 120 ft., passive Perception 12 + +**Languages** Elvish, Undercommon + +**Challenge** 1/4 (50 XP) + +***Fey Ancestry***. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. + +***Innate Spellcasting***. The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material Components + +At will: *dancing lights* + +1/day each: *darkness*, *faerie fire* + +***Sunlight Sensitivity***. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + +###### Actions + +***Shortsword***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. + +***Hand Crossbow***. *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 5 (1d6+2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. \ No newline at end of file diff --git a/Documents/Monsters/Elk (Creature).md b/Documents/Monsters/Elk (Creature).md new file mode 100644 index 0000000..84092c0 --- /dev/null +++ b/Documents/Monsters/Elk (Creature).md @@ -0,0 +1,27 @@ +### Elk + +*Large beast, unaligned* + +**Armor Class** 10 + +**Hit Points** 13 (2d10+2) + +**Speed** 50 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 16 (+3) | 10 (+0) | 12 (+1) | 2 (-4) | 10 (+0) | 6 (-2) | + +**Senses** passive Perception 10 + +**Languages** - + +**Challenge** 1/4 (50 XP) + +***Charge***. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + +###### Actions + +***Ram***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) bludgeoning damage. + +***Hooves***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one prone creature. *Hit:* 8 (2d4+3) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Erinyes (Devil).md b/Documents/Monsters/Erinyes (Devil).md new file mode 100644 index 0000000..427bece --- /dev/null +++ b/Documents/Monsters/Erinyes (Devil).md @@ -0,0 +1,43 @@ +### Erinyes (Devil) + +*Medium fiend (devil), lawful evil* + +**Armor Class** 18 (plate) + +**Hit Points** 153 (18d8+72) + +**Speed** 30 ft., fly 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 18 (+4) | 16 (+3) | 18 (+4) | 14 (+2) | 14 (+2) | 18 (+4) | + +**Saving Throws** Dex +7, Con +8, Wis +6, Cha +8 + +**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + +**Damage Immunities** fire, poison + +**Condition Immunities** poisoned + +**Senses** truesight 120 ft., passive Perception 12 + +**Languages** Infernal, telepathy 120 ft. + +**Challenge** 12 (8,400 XP) + +***Hellish Weapons***. The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks). + +***Magic Resistance***. The erinyes has advantage on saving throws against spells and other magical effects. + +###### Actions + +***Multiattack***. The erinyes makes three attacks. + +***Longsword***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands, plus 13 (3d8) poison damage. + +***Longbow***. *Ranged Weapon Attack:* +7 to hit, range 150/600 ft., one target. *Hit:* 7 (1d8+3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the *lesser restoration* spell or similar magic. + +###### Reactions + +***Parry***. The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon. \ No newline at end of file diff --git a/Documents/Monsters/Ettercap.md b/Documents/Monsters/Ettercap.md new file mode 100644 index 0000000..555d5f8 --- /dev/null +++ b/Documents/Monsters/Ettercap.md @@ -0,0 +1,37 @@ +## Ettercap + +*Medium monstrosity, neutral evil* + +**Armor Class** 13 (natural armor) + +**Hit Points** 44 (8d8+8) + +**Speed** 30 ft., climb 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 14 (+2) | 15 (+2) | 13 (+1) | 7 (-2) | 12 (+1) | 8 (-1) | + +**Skills** Perception +3, Stealth +4, Survival +3 + +**Senses** darkvision 60 ft., passive Perception 13 + +**Languages** - + +**Challenge** 2 (450 XP) + +***Spider Climb***. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + +***Web Sense***. While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web. + +***Web Walker***. The ettercap ignores movement restrictions caused by webbing. + +###### Actions + +***Multiattack***. The ettercap makes two attacks: one with its bite and one with its claws. + +***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 6 (1d8+2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + +***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) slashing damage. + +***Web (Recharge 5-6)***. *Ranged Weapon Attack:* +4 to hit, range 30/60 ft., one Large or smaller creature. *Hit:* The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage. \ No newline at end of file diff --git a/Documents/Monsters/Ettin.md b/Documents/Monsters/Ettin.md new file mode 100644 index 0000000..4c9189a --- /dev/null +++ b/Documents/Monsters/Ettin.md @@ -0,0 +1,33 @@ +## Ettin + +*Large giant, chaotic evil* + +**Armor Class** 12 (natural armor) + +**Hit Points** 85 (10d10+30) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|--------|---------|--------| +| 21 (+5) | 8 (-1) | 17 (+3) | 6 (-2) | 10 (+0) | 8 (-1) | + +**Skills** Perception +4 + +**Senses** darkvision 60 ft., passive Perception 14 + +**Languages** Giant, Orc + +**Challenge** 4 (1,100 XP) + +***Two Heads***. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. + +***Wakeful***. When one of the ettin's heads is asleep, its other head is awake. + +###### Actions + +***Multiattack***. The ettin makes two attacks: one with its battleaxe and one with its morningstar. + +***Battleaxe***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) slashing damage. + +***Morningstar***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Fire Elemental.md b/Documents/Monsters/Fire Elemental.md new file mode 100644 index 0000000..9494ef3 --- /dev/null +++ b/Documents/Monsters/Fire Elemental.md @@ -0,0 +1,37 @@ +### Fire Elemental + +*Large elemental, neutral* + +**Armor Class** 13 + +**Hit Points** 102 (12d10+36) + +**Speed** 50 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 10 (+0) | 17 (+3) | 16 (+3) | 6 (-2) | 10 (+0) | 7 (-2) | + +**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks + +**Damage Immunities** fire, poison + +**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + +**Senses** darkvision 60 ft., passive Perception 10 + +**Languages** Ignan + +**Challenge** 5 (1,800 XP) + +***Fire Form***. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. + +***Illumination***. The elemental sheds bright light in a 30- foot radius and dim light in an additional 30 feet. + +***Water Susceptibility***. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. + +###### Actions + +***Multiattack***. The elemental makes two touch attacks. + +***Touch***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. \ No newline at end of file diff --git a/Documents/Monsters/Fire Giant.md b/Documents/Monsters/Fire Giant.md new file mode 100644 index 0000000..d6007ba --- /dev/null +++ b/Documents/Monsters/Fire Giant.md @@ -0,0 +1,33 @@ +### Fire Giant + +*Huge giant, lawful evil* + +**Armor Class** 18 (plate) + +**Hit Points** 162 (13d12+78) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|---------|---------|---------| +| 25 (+7) | 9 (-1) | 23 (+6) | 10 (+0) | 14 (+2) | 13 (+1) | + +**Saving Throws** Dex +3, Con +10, Cha +5 + +**Skills** Athletics +11, Perception +6 + +**Damage Immunities** fire + +**Senses** passive Perception 16 + +**Languages** Giant + +**Challenge** 9 (5,000 XP) + +###### Actions + +***Multiattack***. The giant makes two greatsword attacks. + +***Greatsword***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 28 (6d6+7) slashing damage. + +***Rock***. *Ranged Weapon Attack:* +11 to hit, range 60/240 ft., one target. *Hit:* 29 (4d10+7) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Flesh Golem.md b/Documents/Monsters/Flesh Golem.md new file mode 100644 index 0000000..c132bd6 --- /dev/null +++ b/Documents/Monsters/Flesh Golem.md @@ -0,0 +1,43 @@ +### Flesh Golem + +*Medium construct, neutral* + +**Armor Class** 9 + +**Hit Points** 93 (11d8+44) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|--------|---------|--------| +| 19 (+4) | 9 (-1) | 18 (+4) | 6 (-2) | 10 (+0) | 5 (-3) | + +**Damage Immunities** lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine + +**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned + +**Senses** darkvision 60 ft., passive Perception 10 + +**Languages** understands the languages of its creator but can't speak + +**Challenge** 5 (1,800 XP) + +***Berserk***. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. + +The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again. + +***Aversion of Fire***. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + +***Immutable Form***. The golem is immune to any spell or effect that would alter its form. + +***Lightning Absorption***. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. + +***Magic Resistance***. The golem has advantage on saving throws against spells and other magical effects. + +***Magic Weapons***. The golem's weapon attacks are magical. + +###### Actions + +***Multiattack***. The golem makes two slam attacks. + +***Slam***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Flying Snake (Creature).md b/Documents/Monsters/Flying Snake (Creature).md new file mode 100644 index 0000000..ba32ea9 --- /dev/null +++ b/Documents/Monsters/Flying Snake (Creature).md @@ -0,0 +1,27 @@ +### Flying Snake + +*Tiny beast, unaligned* + +**Armor Class** 14 + +**Hit Points** 5 (2d4) + +**Speed** 30 ft., fly 60 ft., swim 30 ft + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|--------|---------|--------| +| 4 (-3) | 18 (+4) | 11 (+0) | 2 (-4) | 12 (+1) | 5 (-3) | + +**Senses** blindsight 10 ft., passive Perception 11 + +**Languages** - + +**Challenge** 1/8 (25 XP) + +***Flyby***. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage plus 7 (3d4) poison damage. + +A **flying snake** is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils. \ No newline at end of file diff --git a/Documents/Monsters/Flying Sword (Animated Object).md b/Documents/Monsters/Flying Sword (Animated Object).md new file mode 100644 index 0000000..5f6e9d0 --- /dev/null +++ b/Documents/Monsters/Flying Sword (Animated Object).md @@ -0,0 +1,33 @@ +### Flying Sword (Animated Object) + +*Small construct, unaligned* + +**Armor Class** 17 (natural armor) + +**Hit Points** 17 (5d6) + +**Speed** 0 ft., fly 50 ft. (hover) + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|--------|--------| +| 12 (+1) | 15 (+2) | 11 (+0) | 1 (-5) | 5 (-3) | 1 (-5) | + +**Saving Throws** Dex +4 + +**Damage Immunities** poison, psychic + +**Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned + +**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 7 + +**Languages** - + +**Challenge** 1/4 (50 XP) + +***Antimagic Susceptibility***. The sword is incapacitated while in the area of an *antimagic field*. If targeted by *dispel magic*, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + +***False Appearance***. While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword. + +###### Actions + +***Longsword***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8+1) slashing damage. \ No newline at end of file diff --git a/Documents/Monsters/Frog (Creature).md b/Documents/Monsters/Frog (Creature).md new file mode 100644 index 0000000..1e5216b --- /dev/null +++ b/Documents/Monsters/Frog (Creature).md @@ -0,0 +1,27 @@ +### Frog + +*Tiny beast, unaligned* + +**Armor Class** 11 + +**Hit Points** 1 (1d4-1) + +**Speed** 20 ft., swim 20 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|--------|--------|--------|--------| +| 1 (-5) | 13 (+1) | 8 (-1) | 1 (-5) | 8 (-1) | 3 (-4) | + +**Skills** Perception +1, Stealth +3 + +**Senses** darkvision 30 ft., passive Perception 11 + +**Languages** - + +**Challenge** 0 (0 XP) + +***Amphibious***. The frog can breathe air and water. + +***Standing Leap***. The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start. + +A **frog** has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog's statistics can also be used to represent a **toad**. \ No newline at end of file diff --git a/Documents/Monsters/Frost Giant.md b/Documents/Monsters/Frost Giant.md new file mode 100644 index 0000000..35cf08b --- /dev/null +++ b/Documents/Monsters/Frost Giant.md @@ -0,0 +1,33 @@ +### Frost Giant + +*Huge giant, neutral evil* + +**Armor Class** 15 (patchwork armor) + +**Hit Points** 138 (12d12+60) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|--------|---------|---------| +| 23 (+6) | 9 (-1) | 21 (+5) | 9 (-1) | 10 (+0) | 12 (+1) | + +**Saving Throws** Con +8, Wis +3, Cha +4 + +**Skills** Athletics +9, Perception +3 + +**Damage Immunities** cold + +**Senses** passive Perception 13 + +**Languages** Giant + +**Challenge** 8 (3,900 XP) + +###### Actions + +***Multiattack***. The giant makes two greataxe attacks. + +***Greataxe***. *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 25 (3d12+6) slashing damage. + +***Rock***. *Ranged Weapon Attack:* +9 to hit, range 60/240 ft., one target. *Hit:* 28 (4d10+6) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Gargoyle.md b/Documents/Monsters/Gargoyle.md new file mode 100644 index 0000000..0276cb7 --- /dev/null +++ b/Documents/Monsters/Gargoyle.md @@ -0,0 +1,35 @@ +## Gargoyle + +*Medium elemental, chaotic evil* + +**Armor Class** 15 (natural armor) + +**Hit Points** 52 (7d8+21) + +**Speed** 30 ft., fly 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 15 (+2) | 11 (+0) | 16 (+3) | 6 (-2) | 11 (+0) | 7 (-2) | + +**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine + +**Damage Immunities** poison + +**Condition Immunities** exhaustion, petrified, poisoned + +**Senses** darkvision 60 ft., passive Perception 10 + +**Languages** Terran + +**Challenge** 2 (450 XP) + +***False Appearance***. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. + +###### Actions + +***Multiattack***. The gargoyle makes two attacks: one with its bite and one with its claws. + +***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. + +***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) slashing damage. \ No newline at end of file diff --git a/Documents/Monsters/Gelatinous Cube (Ooze).md b/Documents/Monsters/Gelatinous Cube (Ooze).md new file mode 100644 index 0000000..d56bf3e --- /dev/null +++ b/Documents/Monsters/Gelatinous Cube (Ooze).md @@ -0,0 +1,43 @@ +### Gelatinous Cube (Ooze) + +*Large ooze, unaligned* + +**Armor Class** 6 + +**Hit Points** 84 (8d10+40) + +**Speed** 15 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|--------|--------|--------| +| 14 (+2) | 3 (-4) | 20 (+5) | 1 (-5) | 6 (-2) | 1 (-5) | + +**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone + +**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 + +**Languages** - + +**Challenge** 2 (450 XP) + +***Ooze Cube***. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. + +Creatures inside the cube can be seen but have total cover. + +A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. + +The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. + +***Transparent***. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube. + +###### Actions + +***Pseudopod***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) acid damage. + +***Engulf***. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. + +On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. + +On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. + +An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube. \ No newline at end of file diff --git a/Documents/Monsters/Ghast (Ghoul).md b/Documents/Monsters/Ghast (Ghoul).md new file mode 100644 index 0000000..2ae964e --- /dev/null +++ b/Documents/Monsters/Ghast (Ghoul).md @@ -0,0 +1,35 @@ +### Ghast (Ghoul) + +*Medium undead, chaotic evil* + +**Armor Class** 13 + +**Hit Points** 36 (8d8) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|--------| +| 16 (+3) | 17 (+3) | 10 (+0) | 11 (+0) | 10 (+0) | 8 (-1) | + +**Damage Resistances** necrotic + +**Damage Immunities** poison + +**Condition Immunities** charmed, exhaustion, poisoned + +**Senses** darkvision 60 ft., passive Perception 10 + +**Languages** Common + +**Challenge** 2 (450 XP) + +***Stench***. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours. + +***Turning Defiance***. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 12 (2d8+3) piercing damage. + +***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \ No newline at end of file diff --git a/Documents/Monsters/Ghost.md b/Documents/Monsters/Ghost.md new file mode 100644 index 0000000..620514d --- /dev/null +++ b/Documents/Monsters/Ghost.md @@ -0,0 +1,41 @@ +## Ghost + +*Medium undead, any alignment* + +**Armor Class** 11 + +**Hit Points** 45 (10d8) + +**Speed** 0 ft., fly 40 ft. (hover) + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|---------|---------|---------| +| 7 (-2) | 13 (+1) | 10 (+0) | 10 (+0) | 12 (+1) | 17 (+3) | + +**Damage Resistances** acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + +**Damage Immunities** cold, necrotic, poison + +**Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + +**Senses** darkvision 60 ft., passive Perception 11 + +**Languages** any languages it knew in life + +**Challenge** 4 (1,100 XP) + +***Ethereal Sight***. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. + +***Incorporeal Movement***. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + +###### Actions + +***Withering Touch***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 17 (4d6+3) necrotic damage. + +***Etherealness***. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. + +***Horrifying Visage***. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a *greater restoration* spell, but only within 24 hours of it occurring. + +***Possession (Recharge 6)***. One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. + +The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the *dispel evil and good* spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. \ No newline at end of file diff --git a/Documents/Monsters/Ghoul.md b/Documents/Monsters/Ghoul.md new file mode 100644 index 0000000..6dbe4a0 --- /dev/null +++ b/Documents/Monsters/Ghoul.md @@ -0,0 +1,29 @@ +### Ghoul + +*Medium undead, chaotic evil* + +**Armor Class** 12 + +**Hit Points** 22 (5d8) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 13 (+1) | 15 (+2) | 10 (+0) | 7 (-2) | 10 (+0) | 6 (-2) | + +**Damage Immunities** poison + +**Condition Immunities** charmed, exhaustion, poisoned + +**Senses** darkvision 60 ft., passive Perception 10 + +**Languages** Common + +**Challenge** 1 (200 XP) + +###### Actions + +***Bite***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 9 (2d6+2) piercing damage. + +***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \ No newline at end of file diff --git a/Documents/Monsters/Giant Ape (Creature).md b/Documents/Monsters/Giant Ape (Creature).md new file mode 100644 index 0000000..9921a68 --- /dev/null +++ b/Documents/Monsters/Giant Ape (Creature).md @@ -0,0 +1,29 @@ +### Giant Ape + +*Huge beast, unaligned* + +**Armor Class** 12 + +**Hit Points** 157 (15d12+60) + +**Speed** 40 ft., climb 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 23 (+6) | 14 (+2) | 18 (+4) | 7 (-2) | 12 (+1) | 7 (-2) | + +**Skills** Athletics +9, Perception +4 + +**Senses** passive Perception 14 + +**Languages** - + +**Challenge** 7 (2,900 XP) + +###### Actions + +***Multiattack***. The ape makes two fist attacks. + +***Fist***. *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 22 (3d10+6) bludgeoning damage. + +***Rock***. *Ranged Weapon Attack:* +9 to hit, range 50/100 ft., one target. *Hit:* 30 (7d6+6) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Giant Badger (Creature).md b/Documents/Monsters/Giant Badger (Creature).md new file mode 100644 index 0000000..707fb5e --- /dev/null +++ b/Documents/Monsters/Giant Badger (Creature).md @@ -0,0 +1,29 @@ +### Giant Badger + +*Medium beast, unaligned* + +**Armor Class** 10 + +**Hit Points** 13 (2d8+4) + +**Speed** 30 ft., burrow 10 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 13 (+1) | 10 (+0) | 15 (+2) | 2 (-4) | 12 (+1) | 5 (-3) | + +**Senses** darkvision 30 ft., passive Perception 11 + +**Languages** - + +**Challenge** 1/4 (50 XP) + +***Keen Smell***. The badger has advantage on Wisdom (Perception) checks that rely on smell. + +###### Actions + +***Multiattack***. The badger makes two attacks: one with its bite and one with its claws. + +***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) piercing damage. + +***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (2d4+1) slashing damage. \ No newline at end of file diff --git a/Documents/Monsters/Giant Bat (Creature).md b/Documents/Monsters/Giant Bat (Creature).md new file mode 100644 index 0000000..0559696 --- /dev/null +++ b/Documents/Monsters/Giant Bat (Creature).md @@ -0,0 +1,27 @@ +### Giant Bat + +*Large beast, unaligned* + +**Armor Class** 13 + +**Hit Points** 22 (4d10) + +**Speed** 10 ft., fly 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 15 (+2) | 16 (+3) | 11 (+0) | 2 (-4) | 12 (+1) | 6 (-2) | + +**Senses** blindsight 60 ft., passive Perception 11 + +**Languages** - + +**Challenge** 1/4 (50 XP) + +***Echolocation***. The bat can't use its blindsight while deafened. + +***Keen Hearing***. The bat has advantage on Wisdom (Perception) checks that rely on hearing. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6+2) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Giant Boar (Creature).md b/Documents/Monsters/Giant Boar (Creature).md new file mode 100644 index 0000000..3f84cb3 --- /dev/null +++ b/Documents/Monsters/Giant Boar (Creature).md @@ -0,0 +1,27 @@ +### Giant Boar + +*Large beast, unaligned* + +**Armor Class** 12 (natural armor) + +**Hit Points** 42 (5d10+15) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|--------|--------| +| 17 (+3) | 10 (+0) | 16 (+3) | 2 (-4) | 7 (-2) | 5 (-3) | + +**Senses** passive Perception 8 + +**Languages** - + +**Challenge** 2 (450 XP) + +***Charge***. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + +***Relentless (Recharges after a Short or Long Rest)***. If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. + +###### Actions + +***Tusk***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage. \ No newline at end of file diff --git a/Documents/Monsters/Giant Centipede (Creature).md b/Documents/Monsters/Giant Centipede (Creature).md new file mode 100644 index 0000000..535097d --- /dev/null +++ b/Documents/Monsters/Giant Centipede (Creature).md @@ -0,0 +1,23 @@ +### Giant Centipede + +*Small beast, unaligned* + +**Armor Class** 13 (natural armor) + +**Hit Points** 4 (1d6+1) + +**Speed** 30 ft., climb 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|--------|--------|--------| +| 5 (-3) | 14 (+2) | 12 (+1) | 1 (-5) | 7 (-2) | 3 (-4) | + +**Senses** blindsight 30 ft., passive Perception 8 + +**Languages** - + +**Challenge** 1/4 (50 XP) + +###### Actions + +***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. \ No newline at end of file diff --git a/Documents/Monsters/Giant Constrictor Snake (Creature).md b/Documents/Monsters/Giant Constrictor Snake (Creature).md new file mode 100644 index 0000000..095f850 --- /dev/null +++ b/Documents/Monsters/Giant Constrictor Snake (Creature).md @@ -0,0 +1,27 @@ +### Giant Constrictor Snake + +*Huge beast, unaligned* + +**Armor Class** 12 + +**Hit Points** 60 (8d12+8) + +**Speed** 30 ft., swim 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 19 (+4) | 14 (+2) | 12 (+1) | 1 (-5) | 10 (+0) | 3 (-4) | + +**Skills** Perception +2 + +**Senses** blindsight 10 ft., passive Perception 12 + +**Languages** - + +**Challenge** 2 (450 XP) + +###### Actions + +***Bite***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one creature. *Hit:* 11 (2d6+4) piercing damage. + +***Constrict***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 13 (2d8+4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target. \ No newline at end of file diff --git a/Documents/Monsters/Giant Crab (Creature).md b/Documents/Monsters/Giant Crab (Creature).md new file mode 100644 index 0000000..83c0699 --- /dev/null +++ b/Documents/Monsters/Giant Crab (Creature).md @@ -0,0 +1,27 @@ +### Giant Crab + +*Medium beast, unaligned* + +**Armor Class** 15 (natural armor) + +**Hit Points** 13 (3d8) + +**Speed** 30 ft., swim 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|--------|--------| +| 13 (+1) | 15 (+2) | 11 (+0) | 1 (-5) | 9 (-1) | 3 (-4) | + +**Skills** Stealth +4 + +**Senses** blindsight 30 ft., passive Perception 9 + +**Languages** - + +**Challenge** 1/8 (25 XP) + +***Amphibious***. The crab can breathe air and water. + +###### Actions + +***Claw***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target. \ No newline at end of file diff --git a/Documents/Monsters/Giant Crocodile (Creature).md b/Documents/Monsters/Giant Crocodile (Creature).md new file mode 100644 index 0000000..36b4ce9 --- /dev/null +++ b/Documents/Monsters/Giant Crocodile (Creature).md @@ -0,0 +1,29 @@ +### Giant Crocodile + +*Huge beast, unaligned* + +**Armor Class** 14 (natural armor) + +**Hit Points** 85 (9d12+27) + +**Speed** 30 ft., swim 50 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|--------|---------|--------| +| 21 (+5) | 9 (-1) | 17 (+3) | 2 (-4) | 10 (+0) | 7 (-2) | + +**Senses** passive Perception 10 + +**Languages** - + +**Challenge** 5 (1,800 XP) + +***Hold Breath***. The crocodile can hold its breath for 30 minutes. + +###### Actions + +***Multiattack***. The crocodile makes two attacks: one with its bite and one with its tail. + +***Bite***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 21 (3d10+5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target. + +***Tail***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target not grappled by the crocodile. *Hit:* 14 (2d8+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. \ No newline at end of file diff --git a/Documents/Monsters/Giant Eagle (Creature).md b/Documents/Monsters/Giant Eagle (Creature).md new file mode 100644 index 0000000..376ceb5 --- /dev/null +++ b/Documents/Monsters/Giant Eagle (Creature).md @@ -0,0 +1,33 @@ +### Giant Eagle + +*Large beast, neutral good* + +**Armor Class** 13 + +**Hit Points** 26 (4d10+4) + +**Speed** 10 ft., fly 80 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|---------| +| 16 (+3) | 17 (+3) | 13 (+1) | 8 (-1) | 14 (+2) | 10 (+0) | + +**Skills** Perception +4 + +**Senses** passive Perception 14 + +**Languages** Giant Eagle, understands Common and Auran but can't speak them + +**Challenge** 1 (200 XP) + +***Keen Sight***. The eagle has advantage on Wisdom (Perception) checks that rely on sight. + +###### Actions + +***Multiattack***. The eagle makes two attacks: one with its beak and one with its talons. + +***Beak***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) piercing damage. + +***Talons***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage. + +A **giant eagle** is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles). \ No newline at end of file diff --git a/Documents/Monsters/Giant Elk (Creature).md b/Documents/Monsters/Giant Elk (Creature).md new file mode 100644 index 0000000..c6ee6db --- /dev/null +++ b/Documents/Monsters/Giant Elk (Creature).md @@ -0,0 +1,31 @@ +### Giant Elk + +*Huge beast, unaligned* + +**Armor Class** 14 (natural armor) + +**Hit Points** 42 (5d12+10) + +**Speed** 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|---------| +| 19 (+4) | 16 (+3) | 14 (+2) | 7 (-2) | 14 (+2) | 10 (+0) | + +**Skills** Perception +4 + +**Senses** passive Perception 14 + +**Languages** Giant Elk, understands Common, Elvish, and Sylvan but can't speak them + +**Challenge** 2 (450 XP) + +***Charge***. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. + +###### Actions + +***Ram***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. + +***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one prone creature. *Hit:* 22 (4d8+4) bludgeoning damage. + +The majestic **giant elk** is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath. \ No newline at end of file diff --git a/Documents/Monsters/Giant Fire Beetle (Creature).md b/Documents/Monsters/Giant Fire Beetle (Creature).md new file mode 100644 index 0000000..3a50c61 --- /dev/null +++ b/Documents/Monsters/Giant Fire Beetle (Creature).md @@ -0,0 +1,27 @@ +### Giant Fire Beetle + +*Small beast, unaligned* + +**Armor Class** 13 (natural armor) + +**Hit Points** 4 (1d6+1) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|--------|--------|--------| +| 8 (-1) | 10 (+0) | 12 (+1) | 1 (-5) | 7 (-2) | 3 (-4) | + +**Senses** blindsight 30 ft., passive Perception 8 + +**Languages** - + +**Challenge** 0 (10 XP) + +***Illumination***. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 2 (1d6-1) slashing damage. + +A **giant fire beetle** is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle's glands continue to shed light for 1d6 days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests. \ No newline at end of file diff --git a/Documents/Monsters/Giant Frog (Creature).md b/Documents/Monsters/Giant Frog (Creature).md new file mode 100644 index 0000000..c816edc --- /dev/null +++ b/Documents/Monsters/Giant Frog (Creature).md @@ -0,0 +1,33 @@ +### Giant Frog + +*Medium beast, unaligned* + +**Armor Class** 11 + +**Hit Points** 18 (4d8) + +**Speed** 30 ft., swim 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 12 (+1) | 13 (+1) | 11 (+0) | 2 (-4) | 10 (+0) | 3 (-4) | + +**Skills** Perception +2, Stealth +3 + +**Senses** darkvision 30 ft., passive Perception 12 + +**Languages** - + +**Challenge** 1/4 (50 XP) + +***Amphibious***. The frog can breathe air and water. + +***Standing Leap***. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target. + +***Swallow***. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. + +If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. \ No newline at end of file diff --git a/Documents/Monsters/Giant Goat (Creature).md b/Documents/Monsters/Giant Goat (Creature).md new file mode 100644 index 0000000..f16869d --- /dev/null +++ b/Documents/Monsters/Giant Goat (Creature).md @@ -0,0 +1,27 @@ +### Giant Goat + +*Large beast, unaligned* + +**Armor Class** 11 (natural armor) + +**Hit Points** 19 (3d10+3) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 17 (+3) | 11 (+0) | 12 (+1) | 3 (-4) | 12 (+1) | 6 (-2) | + +**Senses** passive Perception 11 + +**Languages** - + +**Challenge** 1/2 (100 XP) + +***Charge***. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + +***Sure-Footed***. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + +###### Actions + +***Ram***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (2d4+3) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Giant Hyena (Creature).md b/Documents/Monsters/Giant Hyena (Creature).md new file mode 100644 index 0000000..081deed --- /dev/null +++ b/Documents/Monsters/Giant Hyena (Creature).md @@ -0,0 +1,27 @@ +### Giant Hyena + +*Large beast, unaligned* + +**Armor Class** 12 + +**Hit Points** 45 (6d10+12) + +**Speed** 50 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 16 (+3) | 14 (+2) | 14 (+2) | 2 (-4) | 12 (+1) | 7 (-2) | + +**Skills** Perception +3 + +**Senses** passive Perception 13 + +**Languages** - + +**Challenge** 1 (200 XP) + +***Rampage***. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Giant Lizard (Creature).md b/Documents/Monsters/Giant Lizard (Creature).md new file mode 100644 index 0000000..3314804 --- /dev/null +++ b/Documents/Monsters/Giant Lizard (Creature).md @@ -0,0 +1,25 @@ +### Giant Lizard + +*Large beast, unaligned* + +**Armor Class** 12 (natural armor) + +**Hit Points** 19 (3d10+3) + +**Speed** 30 ft., climb 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 15 (+2) | 12 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 5 (-3) | + +**Senses** darkvision 30 ft., passive Perception 10 + +**Languages** - + +**Challenge** 1/4 (50 XP) + +###### Actions + +***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) piercing damage. + +A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and others. \ No newline at end of file diff --git a/Documents/Monsters/Giant Octopus (Creature).md b/Documents/Monsters/Giant Octopus (Creature).md new file mode 100644 index 0000000..2768031 --- /dev/null +++ b/Documents/Monsters/Giant Octopus (Creature).md @@ -0,0 +1,33 @@ +### Giant Octopus + +*Large beast, unaligned* + +**Armor Class** 11 + +**Hit Points** 52 (8d10+8) + +**Speed** 10 ft., swim 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 17 (+3) | 13 (+1) | 13 (+1) | 4 (-3) | 10 (+0) | 4 (-3) | + +**Skills** Perception +4, Stealth +5 + +**Senses** darkvision 60 ft., passive Perception 14 + +**Languages** - + +**Challenge** 1 (200 XP) + +***Hold Breath***. While out of water, the octopus can hold its breath for 1 hour. + +***Underwater Camouflage***. The octopus has advantage on Dexterity (Stealth) checks made while underwater. + +***Water Breathing***. The octopus can breathe only underwater. + +###### Actions + +***Tentacles***. *Melee Weapon Attack:* +5 to hit, reach 15 ft., one target. *Hit:* 10 (2d6+3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target. + +***Ink Cloud (Recharges after a Short or Long Rest)***. A 20- foot radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. \ No newline at end of file diff --git a/Documents/Monsters/Giant Owl (Creature).md b/Documents/Monsters/Giant Owl (Creature).md new file mode 100644 index 0000000..8e6614d --- /dev/null +++ b/Documents/Monsters/Giant Owl (Creature).md @@ -0,0 +1,31 @@ +### Giant Owl + +*Large beast, neutral* + +**Armor Class** 12 + +**Hit Points** 19 (3d10+3) + +**Speed** 5 ft., fly 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|---------| +| 13 (+1) | 15 (+2) | 12 (+1) | 8 (-1) | 13 (+1) | 10 (+0) | + +**Skills** Perception +5, Stealth +4 + +**Senses** darkvision 120 ft., passive Perception 15 + +**Languages** Giant Owl, understands Common, Elvish, and Sylvan but can't speak them + +**Challenge** 1/4 (50 XP) + +***Flyby***. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. + +***Keen Hearing and Sight***. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. + +###### Actions + +***Talons***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 8 (2d6+1) slashing damage. + +**Giant owls** often befriend fey and other sylvan creatures and are guardians of their woodland realms. \ No newline at end of file diff --git a/Documents/Monsters/Giant Poisonous Snake (Creature).md b/Documents/Monsters/Giant Poisonous Snake (Creature).md new file mode 100644 index 0000000..28dbcc6 --- /dev/null +++ b/Documents/Monsters/Giant Poisonous Snake (Creature).md @@ -0,0 +1,25 @@ +### Giant Poisonous Snake + +*Medium beast, unaligned* + +**Armor Class** 14 + +**Hit Points** 11 (2d8+2) + +**Speed** 30 ft., swim 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 10 (+0) | 18 (+4) | 13 (+1) | 2 (-4) | 10 (+0) | 3 (-4) | + +**Skills** Perception +2 + +**Senses** blindsight 10 ft., passive Perception 12 + +**Languages** - + +**Challenge** 1/4 (50 XP) + +###### Actions + +***Bite***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 6 (1d4+4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/Documents/Monsters/Giant Rat (Creature).md b/Documents/Monsters/Giant Rat (Creature).md new file mode 100644 index 0000000..f9b747e --- /dev/null +++ b/Documents/Monsters/Giant Rat (Creature).md @@ -0,0 +1,33 @@ +### Giant Rat + +*Small beast, unaligned* + +**Armor Class** 12 + +**Hit Points** 7 (2d6) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|--------|---------|--------| +| 7 (-2) | 15 (+2) | 11 (+0) | 2 (-4) | 10 (+0) | 4 (-3) | + +**Senses** darkvision 60 ft., passive Perception 10 + +**Languages** - + +**Challenge** 1/8 (25 XP) + +***Keen Smell***. The rat has advantage on Wisdom (Perception) checks that rely on smell. + +***Pack Tactics***. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage. + +>**Variant: Diseased Giant Rats** +> +>Some giant rats carry vile diseases that they spread with their bites. A diseased giant rat has a challenge rating of 1/8 (25 XP) and the following action instead of its normal bite attack. +> +>***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies. \ No newline at end of file diff --git a/Documents/Monsters/Giant Scorpion (Creature).md b/Documents/Monsters/Giant Scorpion (Creature).md new file mode 100644 index 0000000..94b81f4 --- /dev/null +++ b/Documents/Monsters/Giant Scorpion (Creature).md @@ -0,0 +1,27 @@ +### Giant Scorpion + +*Large beast, unaligned* + +**Armor Class** 15 (natural armor) + +**Hit Points** 52 (7d10+14) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|--------|--------| +| 15 (+2) | 13 (+1) | 15 (+2) | 1 (-5) | 9 (-1) | 3 (-4) | + +**Senses** blindsight 60 ft., passive Perception 9 + +**Languages** - + +**Challenge** 3 (700 XP) + +###### Actions + +***Multiattack***. The scorpion makes three attacks: two with its claws and one with its sting. + +***Claw***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target. + +***Sting***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 7 (1d10+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/Documents/Monsters/Giant Sea Horse (Creature).md b/Documents/Monsters/Giant Sea Horse (Creature).md new file mode 100644 index 0000000..b8ce98c --- /dev/null +++ b/Documents/Monsters/Giant Sea Horse (Creature).md @@ -0,0 +1,29 @@ +### Giant Sea Horse + +*Large beast, unaligned* + +**Armor Class** 13 (natural armor) + +**Hit Points** 16 (3d10) + +**Speed** 0 ft., swim 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 12 (+1) | 15 (+2) | 11 (+0) | 2 (-4) | 12 (+1) | 5 (-3) | + +**Senses** passive Perception 11 + +**Languages** - + +**Challenge** 1/2 (100 XP) + +***Charge***. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. + +***Water Breathing***. The sea horse can breathe only underwater. + +###### Actions + +***Ram***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) bludgeoning damage. + +Like their smaller kin, **giant sea horses** are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts. \ No newline at end of file diff --git a/Documents/Monsters/Giant Shark (Creature).md b/Documents/Monsters/Giant Shark (Creature).md new file mode 100644 index 0000000..cf19823 --- /dev/null +++ b/Documents/Monsters/Giant Shark (Creature).md @@ -0,0 +1,31 @@ +### Giant Shark + +*Huge beast, unaligned* + +**Armor Class** 13 (natural armor) + +**Hit Points** 126 (11d12+55) + +**Speed** 0 ft., swim 50 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 23 (+6) | 11 (+0) | 21 (+5) | 1 (-5) | 10 (+0) | 5 (-3) | + +**Skills** Perception +3 + +**Senses** blindsight 60 ft., passive Perception 13 + +**Languages** - + +**Challenge** 5 (1,800 XP) + +***Blood Frenzy***. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. + +***Water Breathing***. The shark can breathe only underwater. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 22 (3d10+6) piercing damage. + +A **giant shark** is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships. \ No newline at end of file diff --git a/Documents/Monsters/Giant Spider (Creature).md b/Documents/Monsters/Giant Spider (Creature).md new file mode 100644 index 0000000..f11fc10 --- /dev/null +++ b/Documents/Monsters/Giant Spider (Creature).md @@ -0,0 +1,35 @@ +### Giant Spider + +*Large beast, unaligned* + +**Armor Class** 14 (natural armor) + +**Hit Points** 26 (4d10+4) + +**Speed** 30 ft., climb 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 14 (+2) | 16 (+3) | 12 (+1) | 2 (-4) | 11 (+0) | 4 (-3) | + +**Skills** Stealth +7 + +**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 10 + +**Languages** - + +**Challenge** 1 (200 XP) + +***Spider Climb***. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + +***Web Sense***. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. + +***Web Walker***. The spider ignores movement restrictions caused by webbing. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 7 (1d8+3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + +***Web (Recharge 5-6)***. *Ranged Weapon Attack:* +5 to hit, range 30/60 ft., one creature. *Hit:* The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). + +To snare its prey, a **giant spider** spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims. \ No newline at end of file diff --git a/Documents/Monsters/Giant Toad (Creature).md b/Documents/Monsters/Giant Toad (Creature).md new file mode 100644 index 0000000..b58c0e8 --- /dev/null +++ b/Documents/Monsters/Giant Toad (Creature).md @@ -0,0 +1,31 @@ +### Giant Toad + +*Large beast, unaligned* + +**Armor Class** 11 + +**Hit Points** 39 (6d10+6) + +**Speed** 20 ft., swim 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 15 (+2) | 13 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 3 (-4) | + +**Senses** darkvision 30 ft., passive Perception 10 + +**Languages** - + +**Challenge** 1 (200 XP) + +***Amphibious***. The toad can breathe air and water. + +***Standing Leap***. The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10+2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target. + +***Swallow***. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. + +If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. \ No newline at end of file diff --git a/Documents/Monsters/Giant Vulture (Creature).md b/Documents/Monsters/Giant Vulture (Creature).md new file mode 100644 index 0000000..a31b0a6 --- /dev/null +++ b/Documents/Monsters/Giant Vulture (Creature).md @@ -0,0 +1,35 @@ +### Giant Vulture + +*Large beast, neutral evil* + +**Armor Class** 10 + +**Hit Points** 22 (3d10+6) + +**Speed** 10 ft., fly 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 15 (+2) | 10 (+0) | 15 (+2) | 6 (-2) | 12 (+1) | 7 (-2) | + +**Skills** Perception +3 + +**Senses** passive Perception 13 + +**Languages** understands Common but can't speak + +**Challenge** 1 (200 XP) + +***Keen Sight and Smell***. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. + +***Pack Tactics***. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated. + +###### Actions + +***Multiattack***. The vulture makes two attacks: one with its beak and one with its talons. + +***Beak***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) piercing damage. + +***Talons***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6+2) slashing damage. + +A **giant vulture** has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering. \ No newline at end of file diff --git a/Documents/Monsters/Giant Wasp (Creature).md b/Documents/Monsters/Giant Wasp (Creature).md new file mode 100644 index 0000000..48c19c3 --- /dev/null +++ b/Documents/Monsters/Giant Wasp (Creature).md @@ -0,0 +1,23 @@ +### Giant Wasp + +*Medium beast, unaligned* + +**Armor Class** 12 + +**Hit Points** 13 (3d8) + +**Speed** 10 ft., fly 50 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 10 (+0) | 14 (+2) | 10 (+0) | 1 (-5) | 10 (+0) | 3 (-4) | + +**Senses** passive Perception 10 + +**Languages** - + +**Challenge** 1/2 (100 XP) + +###### Actions + +***Sting***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. \ No newline at end of file diff --git a/Documents/Monsters/Giant Weasel (Creature).md b/Documents/Monsters/Giant Weasel (Creature).md new file mode 100644 index 0000000..9513774 --- /dev/null +++ b/Documents/Monsters/Giant Weasel (Creature).md @@ -0,0 +1,27 @@ +### Giant Weasel + +*Medium beast, unaligned* + +**Armor Class** 13 + +**Hit Points** 9 (2d8) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 11 (+0) | 16 (+3) | 10 (+0) | 4 (-3) | 12 (+1) | 5 (-3) | + +**Skills** Perception +3, Stealth +5 + +**Senses** darkvision 60 ft., passive Perception 13 + +**Languages** - + +**Challenge** 1/8 (25 XP) + +***Keen Hearing and Smell***. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4+3) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Giant Wolf Spider (Creature).md b/Documents/Monsters/Giant Wolf Spider (Creature).md new file mode 100644 index 0000000..4f01a84 --- /dev/null +++ b/Documents/Monsters/Giant Wolf Spider (Creature).md @@ -0,0 +1,33 @@ +### Giant Wolf Spider + +*Medium beast, unaligned* + +**Armor Class** 13 + +**Hit Points** 11 (2d8+2) + +**Speed** 40 ft., climb 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 12 (+1) | 16 (+3) | 13 (+1) | 3 (-4) | 12 (+1) | 4 (-3) | + +**Skills** Perception +3, Stealth +7 + +**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 13 + +**Languages** - + +**Challenge** 1/4 (50 XP) + +***Spider Climb***. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + +***Web Sense***. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. + +***Web Walker***. The spider ignores movement restrictions caused by webbing. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 4 (1d6+1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + +Smaller than a giant spider, a **giant wolf spider** hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris. \ No newline at end of file diff --git a/Documents/Monsters/Gibbering Mouther.md b/Documents/Monsters/Gibbering Mouther.md new file mode 100644 index 0000000..a31a466 --- /dev/null +++ b/Documents/Monsters/Gibbering Mouther.md @@ -0,0 +1,33 @@ +## Gibbering Mouther + +*Medium aberration, neutral* + +**Armor Class** 9 + +**Hit Points** 67 (9d8+27) + +**Speed** 10 ft., swim 10 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|--------|---------|--------| +| 10 (+0) | 8 (-1) | 16 (+3) | 3 (-4) | 10 (+0) | 6 (-2) | + +**Condition Immunities** prone + +**Senses** darkvision 60 ft., passive Perception 10 + +**Languages** - + +**Challenge** 2 (450 XP) + +***Aberrant Ground***. The ground in a 10-foot radius around the mouther is dough-like difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn. + +***Gibbering***. The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. + +###### Actions + +***Multiattack***. The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle. + +***Bites***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther. + +***Blinding Spittle (Recharge 5-6)***. The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn. \ No newline at end of file diff --git a/Documents/Monsters/Glabrezu (Demon).md b/Documents/Monsters/Glabrezu (Demon).md new file mode 100644 index 0000000..d0f917d --- /dev/null +++ b/Documents/Monsters/Glabrezu (Demon).md @@ -0,0 +1,43 @@ +### Glabrezu (Demon) + +*Large fiend (demon), chaotic evil* + +**Armor Class** 17 (natural armor) + +**Hit Points** 157 (15d10+75) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 20 (+5) | 15 (+2) | 21 (+5) | 19 (+4) | 17 (+3) | 16 (+3) | + +**Saving Throws** Str +9, Con +9, Wis +7, Cha +7 + +**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + +**Damage Immunities** poison + +**Condition Immunities** poisoned + +**Senses** truesight 120 ft., passive Perception 13 + +**Languages** Abyssal, telepathy 120 ft. + +**Challenge** 9 (5,000 XP) + +***Innate Spellcasting***. The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material Components + +At will: *darkness*, *detect magic*, *dispel magic* + +1/day each: *confusion*, *fly*, *power word stun* + +***Magic Resistance***. The glabrezu has advantage on saving throws against spells and other magical effects. + +###### Actions + +***Multiattack***. The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell. + +***Pincer***. *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 16 (2d10+5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target. + +***Fist***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Gladiator (NPC).md b/Documents/Monsters/Gladiator (NPC).md new file mode 100644 index 0000000..8aabc9c --- /dev/null +++ b/Documents/Monsters/Gladiator (NPC).md @@ -0,0 +1,41 @@ +### Gladiator + +*Medium humanoid (any race), any alignment* + +**Armor Class** 16 (studded leather, shield) + +**Hit Points** 112 (15d8 + 45) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 12 (+1) | 15 (+2) | + +**Saving Throws** Str +7, Dex +5, Con +6 + +**Skills** Athletics +10, Intimidation +5 + +**Senses** passive Perception 11 + +**Languages** any one language (usually Common) + +**Challenge** 5 (1,800 XP) + +***Brave***. The gladiator has advantage on saving throws against being frightened. + +***Brute***. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack). + +###### Actions + +***Multiattack***. The gladiator makes three melee attacks or two ranged attacks. + +***Spear***. *Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. and range 20/60 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. + +***Shield Bash***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + +###### Reactions + +***Parry***. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon. + +**Gladiators** battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death. \ No newline at end of file diff --git a/Documents/Monsters/Gnoll.md b/Documents/Monsters/Gnoll.md new file mode 100644 index 0000000..a506af6 --- /dev/null +++ b/Documents/Monsters/Gnoll.md @@ -0,0 +1,29 @@ +## Gnoll + +*Medium humanoid (gnoll), chaotic evil* + +**Armor Class** 15 (hide armor, shield) + +**Hit Points** 22 (5d8) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 14 (+2) | 12 (+1) | 11 (+0) | 6 (-2) | 10 (+0) | 7 (-2) | + +**Senses** darkvision 60 ft., passive Perception 10 + +**Languages** Gnoll + +**Challenge** 1/2 (100 XP) + +***Rampage***. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4+2) piercing damage. + +***Spear***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack. + +***Longbow***. *Ranged Weapon Attack:* +3 to hit, range 150/600 ft., one target. *Hit:* 5 (1d8+1) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Gnome, Deep (Svirfneblin).md b/Documents/Monsters/Gnome, Deep (Svirfneblin).md new file mode 100644 index 0000000..02a1184 --- /dev/null +++ b/Documents/Monsters/Gnome, Deep (Svirfneblin).md @@ -0,0 +1,37 @@ +## Gnome, Deep (Svirfneblin) + +*Small humanoid (gnome), neutral good* + +**Armor Class** 15 (chain shirt) + +**Hit Points** 16 (3d6+6) + +**Speed** 20 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|--------| +| 15 (+2) | 14 (+2) | 14 (+2) | 12 (+1) | 10 (+0) | 9 (-1) | + +**Skills** Investigation +3, Perception +2, Stealth +4 + +**Senses** darkvision 120 ft., passive Perception 12 + +**Languages** Gnomish, Terran, Undercommon + +**Challenge** 1/2 (100 XP) + +***Stone Camouflage***. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + +***Gnome Cunning***. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. + +***Innate Spellcasting***. The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material Components + +At will: *nondetection* (self only) + +1/day each: *blindness/deafness*, *blur*, *disguise self* + +###### Actions + +***War Pick***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) piercing damage. + +***Poisoned Dart***. *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one creature. *Hit:* 4 (1d4+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \ No newline at end of file diff --git a/Documents/Monsters/Goat (Creature).md b/Documents/Monsters/Goat (Creature).md new file mode 100644 index 0000000..4aaa883 --- /dev/null +++ b/Documents/Monsters/Goat (Creature).md @@ -0,0 +1,27 @@ +### Goat + +*Medium beast, unaligned* + +**Armor Class** 10 + +**Hit Points** 4 (1d8) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 12 (+1) | 10 (+0) | 11 (+0) | 2 (-4) | 10 (+0) | 5 (-3) | + +**Senses** passive Perception 10 + +**Languages** - + +**Challenge** 0 (10 XP) + +***Charge***. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone. + +***Sure-Footed***. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + +###### Actions + +***Ram***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Goblin.md b/Documents/Monsters/Goblin.md new file mode 100644 index 0000000..ef8ad81 --- /dev/null +++ b/Documents/Monsters/Goblin.md @@ -0,0 +1,29 @@ +## Goblin + +*Small humanoid (goblinoid), neutral evil* + +**Armor Class** 15 (leather armor, shield) + +**Hit Points** 7 (2d6) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|---------|--------|--------| +| 8 (-1) | 14 (+2) | 10 (+0) | 10 (+0) | 8 (-1) | 8 (-1) | + +**Skills** Stealth +6 + +**Senses** darkvision 60 ft., passive Perception 9 + +**Languages** Common, Goblin + +**Challenge** 1/4 (50 XP) + +***Nimble Escape***. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. + +###### Actions + +***Scimitar***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) slashing damage. + +***Shortbow***. *Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 5 (1d6+2) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Gold Dragon Wyrmling (Metallic).md b/Documents/Monsters/Gold Dragon Wyrmling (Metallic).md new file mode 100644 index 0000000..65bad65 --- /dev/null +++ b/Documents/Monsters/Gold Dragon Wyrmling (Metallic).md @@ -0,0 +1,39 @@ +# Gold Dragon Wyrmling (Metallic) + +*Medium dragon, lawful good* + +**Armor Class** 17 (natural armor) + +**Hit Points** 60 (8d8+24) + +**Speed** 30 ft., fly 60 ft., swim 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 19 (+4) | 14 (+2) | 17 (+3) | 14 (+2) | 11 (+0) | 16 (+3) | + +**Saving Throws** Dex +4, Con +5, Wis +2, Cha +5 + +**Skills** Perception +4, Stealth +4 + +**Damage Immunities** fire + +**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + +**Languages** Draconic + +**Challenge** 3 (700 XP) + +***Amphibious***. The dragon can breathe air and water. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10+4) piercing damage. + +***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. + +**Fire Breath**. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. + +**Weakening Breath**. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + +### Silver Dragon \ No newline at end of file diff --git a/Documents/Monsters/Gorgon.md b/Documents/Monsters/Gorgon.md new file mode 100644 index 0000000..07e0233 --- /dev/null +++ b/Documents/Monsters/Gorgon.md @@ -0,0 +1,33 @@ +## Gorgon + +*Large monstrosity, unaligned* + +**Armor Class** 19 (natural armor) + +**Hit Points** 114 (12d10+48) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 20 (+5) | 11 (+0) | 18 (+4) | 2 (-4) | 12 (+1) | 7 (-2) | + +**Skills** Perception +4 + +**Condition Immunities** petrified + +**Senses** darkvision 60 ft., passive Perception 14 + +**Languages** - + +**Challenge** 5 (1,800 XP) + +***Trampling Charge***. If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action. + +###### Actions + +***Gore***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 18 (2d12+5) piercing damage. + +***Hooves***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 16 (2d10+5) bludgeoning damage. + +***Petrifying Breath (Recharge 5-6)***. The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the *greater restoration* spell or other magic. \ No newline at end of file diff --git a/Documents/Monsters/Gray Ooze.md b/Documents/Monsters/Gray Ooze.md new file mode 100644 index 0000000..62a6978 --- /dev/null +++ b/Documents/Monsters/Gray Ooze.md @@ -0,0 +1,37 @@ +### Gray Ooze + +*Medium ooze, unaligned* + +**Armor Class** 8 + +**Hit Points** 22 (3d8+9) + +**Speed** 10 ft., climb 10 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|--------|--------|--------| +| 12 (+1) | 6 (-2) | 16 (+3) | 1 (-5) | 6 (-2) | 2 (-4) | + +**Skills** Stealth +2 + +**Damage Resistances** acid, cold, fire + +**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone + +**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 + +**Languages** - + +**Challenge** 1/2 (100 XP) + +***Amorphous***. The ooze can move through a space as narrow as 1 inch wide without squeezing. + +***Corrode Metal***. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. + +The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. + +***False Appearance***. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock. + +###### Actions + +***Pseudopod***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. \ No newline at end of file diff --git a/Documents/Monsters/Green Dragon Wyrmling (Chromatic).md b/Documents/Monsters/Green Dragon Wyrmling (Chromatic).md new file mode 100644 index 0000000..4109a8b --- /dev/null +++ b/Documents/Monsters/Green Dragon Wyrmling (Chromatic).md @@ -0,0 +1,37 @@ +# Green Dragon Wyrmling (Chromatic) + +*Medium dragon, lawful evil* + +**Armor Class** 17 (natural armor) + +**Hit Points** 38 (7d8+7) + +**Speed** 30 ft., fly 60 ft., swim 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 15 (+2) | 12 (+1) | 13 (+1) | 14 (+2) | 11 (+0) | 13 (+1) | + +**Saving Throws** Dex +3, Con +3, Wis +2, Cha +3 + +**Skills** Perception +4, Stealth +3 + +**Damage Immunities** poison + +**Condition Immunities** poisoned + +**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + +**Languages** Draconic + +**Challenge** 2 (450 XP) + +***Amphibious***. The dragon can breathe air and water. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10+2) piercing damage plus 3 (1d6) poison damage. + +***Poison Breath (Recharge 5-6)***. The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. + +### Red Dragon \ No newline at end of file diff --git a/Documents/Monsters/Green Hag.md b/Documents/Monsters/Green Hag.md new file mode 100644 index 0000000..bc966f5 --- /dev/null +++ b/Documents/Monsters/Green Hag.md @@ -0,0 +1,39 @@ +### Green Hag + +*Medium fey, neutral evil* + +**Armor Class** 17 (natural armor) + +**Hit Points** 82 (11d8+33) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 18 (+4) | 12 (+1) | 16 (+3) | 13 (+1) | 14 (+2) | 14 (+2) | + +**Skills** Arcana +3, Deception +4, Perception +4, Stealth +3 + +**Senses** darkvision 60 ft., passive Perception 14 + +**Languages** Common, Draconic, Sylvan + +**Challenge** 3 (700 XP) + +***Amphibious***. The hag can breathe air and water. + +***Innate Spellcasting***. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material Components + +At will: *dancing lights*, *minor illusion*, *vicious mockery* + +***Mimicry***. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. + +###### Actions + +***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage. + +***Illusory Appearance***. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. + +The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised. + +***Invisible Passage***. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her. \ No newline at end of file diff --git a/Documents/Monsters/Grick.md b/Documents/Monsters/Grick.md new file mode 100644 index 0000000..0a5622c --- /dev/null +++ b/Documents/Monsters/Grick.md @@ -0,0 +1,31 @@ +## Grick + +*Medium monstrosity, neutral* + +**Armor Class** 14 (natural armor) + +**Hit Points** 27 (6d8) + +**Speed** 30 ft., climb 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 14 (+2) | 14 (+2) | 11 (+0) | 3 (-4) | 14 (+2) | 5 (-3) | + +**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks + +**Senses** darkvision 60 ft., passive Perception 12 + +**Languages** - + +**Challenge** 2 (450 XP) + +***Stone Camouflage***. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + +###### Actions + +***Multiattack***. The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target. + +***Tentacles***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6+2) slashing damage. + +***Beak***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Griffon.md b/Documents/Monsters/Griffon.md new file mode 100644 index 0000000..6365ce9 --- /dev/null +++ b/Documents/Monsters/Griffon.md @@ -0,0 +1,31 @@ +## Griffon + +*Large monstrosity, unaligned* + +**Armor Class** 12 + +**Hit Points** 59 (7d10+21) + +**Speed** 30 ft., fly 80 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 18 (+4) | 15 (+2) | 16 (+3) | 2 (-4) | 13 (+1) | 8 (-1) | + +**Skills** Perception +5 + +**Senses** darkvision 60 ft., passive Perception 15 + +**Languages** - + +**Challenge** 2 (450 XP) + +***Keen Sight***. The griffon has advantage on Wisdom (Perception) checks that rely on sight. + +###### Actions + +***Multiattack***. The griffon makes two attacks: one with its beak and one with its claws. + +***Beak***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8+4) piercing damage. + +***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. \ No newline at end of file diff --git a/Documents/Monsters/Grimlock.md b/Documents/Monsters/Grimlock.md new file mode 100644 index 0000000..794d1ce --- /dev/null +++ b/Documents/Monsters/Grimlock.md @@ -0,0 +1,33 @@ +## Grimlock + +*Medium humanoid (grimlock), neutral evil* + +**Armor Class** 11 + +**Hit Points** 11 (2d8+2) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|--------|--------| +| 16 (+3) | 12 (+1) | 12 (+1) | 9 (-1) | 8 (-1) | 6 (-2) | + +**Skills** Athletics +5, Perception +3, Stealth +3 + +**Condition Immunities** blinded + +**Senses** blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 13 + +**Languages** Undercommon + +**Challenge** 1/4 (50 XP) + +***Blind Senses***. The grimlock can't use its blindsight while deafened and unable to smell. + +***Keen Hearing and Smell***. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell. + +***Stone Camouflage***. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + +###### Actions + +***Spiked Bone Club***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4+3) bludgeoning damage plus 2 (1d4) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Guard (NPC).md b/Documents/Monsters/Guard (NPC).md new file mode 100644 index 0000000..74381d4 --- /dev/null +++ b/Documents/Monsters/Guard (NPC).md @@ -0,0 +1,27 @@ +### Guard + +*Medium humanoid (any race), any alignment* + +**Armor Class** 16 (chain shirt, shield) + +**Hit Points** 11 (2d8 + 2) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 13 (+1) | 12 (+1) | 12 (+1) | 10 (+0) | 11 (+0) | 10 (+0) | + +**Skills** Perception +2 + +**Senses** passive Perception 12 + +**Languages** any one language (usually Common) + +**Challenge** 1/8 (25 XP) + +###### Actions + +***Spear***. *Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. + +**Guards** include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. \ No newline at end of file diff --git a/Documents/Monsters/Guardian Naga.md b/Documents/Monsters/Guardian Naga.md new file mode 100644 index 0000000..2ab45db --- /dev/null +++ b/Documents/Monsters/Guardian Naga.md @@ -0,0 +1,45 @@ +### Guardian Naga + +*Large monstrosity, lawful good* + +**Armor Class** 18 (natural armor) + +**Hit Points** 127 (15d10+45) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 19 (+4) | 18 (+4) | 16 (+3) | 16 (+3) | 19 (+4) | 18 (+4) | + +**Saving Throws** Dex +6, Con +5, Wis +5, Cha +6 + +**Saving Throws** Dex +8, Con +7, Int +7, Wis +8, Cha +8 + +**Damage Immunities** poison + +**Condition Immunities** charmed, poisoned + +**Senses** darkvision 60 ft., passive Perception 14 + +**Languages** Celestial, Common + +**Challenge** 10 (5,900 XP) + +***Rejuvenation***. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a *wish* spell can prevent this trait from functioning. + +***Spellcasting***. The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared: + +Cantrips (at will): *mending*, *sacred flame*, *thaumaturgy* +1st level (4 slots): *command*, *cure wounds*, *shield of faith* +2nd level (3 slots): *calm emotions*, *hold person* +3rd level (3 slots): *bestow curse*, *clairvoyance* +4th level (3 slots): *banishment*, *freedom of movement* +5th level (2 slots): *flame strike*, *geas* +6th level (1 slot): *true seeing* + +###### Actions + +***Bite***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one creature. *Hit:* 8 (1d8+4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. + +***Spit Poison***. *Ranged Weapon Attack:* +8 to hit, range 15/30 ft., one creature. *Hit:* The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/Documents/Monsters/Gynosphinx (Sphinx).md b/Documents/Monsters/Gynosphinx (Sphinx).md new file mode 100644 index 0000000..65659d3 --- /dev/null +++ b/Documents/Monsters/Gynosphinx (Sphinx).md @@ -0,0 +1,56 @@ +### Gynosphinx (Sphinx) + +*Large monstrosity, lawful neutral* + +**Armor Class** 17 (natural armor) + +**Hit Points** 136 (16d10+48) + +**Speed** 40 ft., fly 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 18 (+4) | 15 (+2) | 16 (+3) | 18 (+4) | 18 (+4) | 18 (+4) | + +**Skills** Arcana +12, History +12, Perception +8, Religion +8 + +**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks + +**Damage Immunities** psychic + +**Condition Immunities** charmed, frightened + +**Senses** truesight 120 ft., passive Perception 18 + +**Languages** Common, Sphinx + +**Challenge** 11 (7,200 XP) + +***Inscrutable***. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. + +***Magic Weapons***. The sphinx's weapon attacks are magical. + +***Spellcasting***. The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: + +Cantrips (at will): *mage hand*, *minor illusion*, *prestidigitation* +1st level (4 slots): *detect magic*, *identify*, *shield* +2nd level (3 slots): *darkness*, *locate object*, *suggestion* +3rd level (3 slots): *dispel magic*, *remove curse*, *tongues* +4th level (3 slots): *banishment*, *greater invisibility* +5th level (1 slot): *legend lore* + +###### Actions + +***Multiattack***. The sphinx makes two claw attacks. + +***Claw***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage. + +###### Legendary Actions + +The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn. + +**Claw Attack**. The sphinx makes one claw attack. + +**Teleport (Costs 2 Actions)**. The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. + +**Cast a Spell (Costs 3 Actions)**. The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. \ No newline at end of file diff --git a/Documents/Monsters/Half-Dragon Template.md b/Documents/Monsters/Half-Dragon Template.md new file mode 100644 index 0000000..4277543 --- /dev/null +++ b/Documents/Monsters/Half-Dragon Template.md @@ -0,0 +1,69 @@ +## Half-Dragon Template + +A beast, humanoid, giant, or monstrosity can become a half-dragon. It keeps its statistics, except as follows. + +***Challenge***. To avoid recalculating the creature's challenge rating, apply the template only to a creature that meets the optional prerequisite in the Breath Weapon table below. Otherwise, recalculate the rating after you apply the template. + +**Senses**. The half-dragon gains blindsight with a radius of 10 feet and darkvision with a radius of 60 feet. + +***Resistances***. The half-dragon gains resistance to a type of damage based on its color. + +**Table- 114** - Monsters: Half-Dragon Template (Damage Resistance) + +| Color | Damage Resistance | +|---------------------|-------------------| +| Black or copper | Acid | +| Blue or bronze | Lightning | +| Brass, gold, or red | Fire | +| Green | Poison | +| Silver or white | Cold | +| | | + +**Languages**. The half-dragon speaks Draconic in addition to any other languages it knows. + +***New Action: Breath Weapon***. The half-dragon has the breath weapon of its dragon half. The half- dragon's size determines how this action functions. + +**Table- 115** - Monsters: Half-Dragon Template (Size) + +| Size | Breath Weapon | Optional Prerequisite | +|------------------|--------------------|-----------------------| +| Large or smaller | As a wyrmling | Challenge 2 or higher | +| Huge | As a young dragon | Challenge 7 or higher | +| Gargantuan | As an adult dragon | Challenge 8 or higher | +| | | | + +### Half-Red Dragon Veteran + +*Medium humanoid (human), any alignment* + +**Armor Class** 18 (plate) + +**Hit Points** 65 (10d8+20) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 16 (+3) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) | + +**Skills** Athletics +5, Perception +2 + +**Damage Resistances** fire + +**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 12 + +**Languages** Common, Draconic + +**Challenge** 5 (1,800 XP) + +###### Actions + +***Multiattack***. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. + +***Longsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands. + +***Shortsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) piercing damage. + +***Heavy Crossbow***. *Ranged Weapon Attack:* +3 to hit, range 100/400 ft., one target. *Hit:* 6 (1d10+1) piercing damage. + +***Fire Breath (Recharge 5-6)***. The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/Documents/Monsters/Harpy.md b/Documents/Monsters/Harpy.md new file mode 100644 index 0000000..bf97f9d --- /dev/null +++ b/Documents/Monsters/Harpy.md @@ -0,0 +1,33 @@ +## Harpy + +*Medium monstrosity, chaotic evil* + +**Armor Class** 11 + +**Hit Points** 38 (7d8+7) + +**Speed** 20 ft., fly 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|---------| +| 12 (+1) | 13 (+1) | 12 (+1) | 7 (-2) | 10 (+0) | 13 (+1) | + +**Senses** passive Perception 10 + +**Languages** Common + +**Challenge** 1 (200 XP) + +###### Actions + +***Multiattack***. The harpy makes two attacks: one with its claws and one with its club. + +***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (2d4+1) slashing damage. + +***Club***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) bludgeoning damage. + +***Luring Song***. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. + +While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. + +A target that successfully saves is immune to this harpy's song for the next 24 hours. \ No newline at end of file diff --git a/Documents/Monsters/Hawk (Creature).md b/Documents/Monsters/Hawk (Creature).md new file mode 100644 index 0000000..19166eb --- /dev/null +++ b/Documents/Monsters/Hawk (Creature).md @@ -0,0 +1,27 @@ +### Hawk + +*Tiny beast, unaligned* + +**Armor Class** 13 + +**Hit Points** 1 (1d4-1) + +**Speed** 10 ft., fly 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|--------|--------|---------|--------| +| 5 (-3) | 16 (+3) | 8 (-1) | 2 (-4) | 14 (+2) | 6 (-2) | + +**Skills** Perception +4 + +**Senses** passive Perception 14 + +**Languages** - + +**Challenge** 0 (10 XP) + +***Keen Sight***. The hawk has advantage on Wisdom (Perception) checks that rely on sight. + +###### Actions + +***Talons***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage. \ No newline at end of file diff --git a/Documents/Monsters/Hell Hound.md b/Documents/Monsters/Hell Hound.md new file mode 100644 index 0000000..1e5a7fc --- /dev/null +++ b/Documents/Monsters/Hell Hound.md @@ -0,0 +1,33 @@ +## Hell Hound + +*Medium fiend, lawful evil* + +**Armor Class** 15 (natural armor) + +**Hit Points** 45 (7d8+14) + +**Speed** 50 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 17 (+3) | 12 (+1) | 14 (+2) | 6 (-2) | 13 (+1) | 6 (-2) | + +**Skills** Perception +5 + +**Damage Immunities** fire + +**Senses** darkvision 60 ft., passive Perception 15 + +**Languages** understands Infernal but can't speak it + +**Challenge** 3 (700 XP) + +***Keen Hearing and Smell***. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. + +***Pack Tactics***. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) piercing damage plus 7 (2d6) fire damage. + +***Fire Breath (Recharge 5-6)***. The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/Documents/Monsters/Hezrou (Demon).md b/Documents/Monsters/Hezrou (Demon).md new file mode 100644 index 0000000..7871bf8 --- /dev/null +++ b/Documents/Monsters/Hezrou (Demon).md @@ -0,0 +1,39 @@ +### Hezrou (Demon) + +*Large fiend (demon), chaotic evil* + +**Armor Class** 16 (natural armor) + +**Hit Points** 136 (13d10+65) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|---------| +| 19 (+4) | 17 (+3) | 20 (+5) | 5 (-3) | 12 (+1) | 13 (+1) | + +**Saving Throws** Str +7, Con +8, Wis +4 + +**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + +**Damage Immunities** poison + +**Condition Immunities** poisoned + +**Senses** darkvision 120 ft., passive Perception 11 + +**Languages** Abyssal, telepathy 120 ft. + +**Challenge** 8 (3,900 XP) + +***Magic Resistance***. The hezrou has advantage on saving throws against spells and other magical effects. + +***Stench***. Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours. + +###### Actions + +***Multiattack***. The hezrou makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 15 (2d10+4) piercing damage. + +***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. \ No newline at end of file diff --git a/Documents/Monsters/Hill Giant.md b/Documents/Monsters/Hill Giant.md new file mode 100644 index 0000000..08ad57a --- /dev/null +++ b/Documents/Monsters/Hill Giant.md @@ -0,0 +1,29 @@ +### Hill Giant + +*Huge giant, chaotic evil* + +**Armor Class** 13 (natural armor) + +**Hit Points** 105 (10d12+40) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|--------|--------|--------| +| 21 (+5) | 8 (-1) | 19 (+4) | 5 (-3) | 9 (-1) | 6 (-2) | + +**Skills** Perception +2 + +**Senses** passive Perception 12 + +**Languages** Giant + +**Challenge** 5 (1,800 XP) + +###### Actions + +***Multiattack***. The giant makes two greatclub attacks. + +***Greatclub***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 18 (3d8+5) bludgeoning damage. + +***Rock***. *Ranged Weapon Attack:* +8 to hit, range 60/240 ft., one target. *Hit:* 21 (3d10+5) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Hippogriff.md b/Documents/Monsters/Hippogriff.md new file mode 100644 index 0000000..e706c8b --- /dev/null +++ b/Documents/Monsters/Hippogriff.md @@ -0,0 +1,31 @@ +## Hippogriff + +*Large monstrosity, unaligned* + +**Armor Class** 11 + +**Hit Points** 19 (3d10+3) + +**Speed** 40 ft., fly 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 17 (+3) | 13 (+1) | 13 (+1) | 2 (-4) | 12 (+1) | 8 (-1) | + +**Skills** Perception +5 + +**Senses** passive Perception 15 + +**Languages** - + +**Challenge** 1 (200 XP) + +***Keen Sight***. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight. + +###### Actions + +***Multiattack***. The hippogriff makes two attacks: one with its beak and one with its claws. + +***Beak***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10+3) piercing damage. + +***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage. \ No newline at end of file diff --git a/Documents/Monsters/Hobgoblin.md b/Documents/Monsters/Hobgoblin.md new file mode 100644 index 0000000..ff1bc44 --- /dev/null +++ b/Documents/Monsters/Hobgoblin.md @@ -0,0 +1,27 @@ +## Hobgoblin + +*Medium humanoid (goblinoid), lawful evil* + +**Armor Class** 18 (chain mail, shield) + +**Hit Points** 11 (2d8+2) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|--------| +| 13 (+1) | 12 (+1) | 12 (+1) | 10 (+0) | 10 (+0) | 9 (-1) | + +**Senses** darkvision 60 ft., passive Perception 10 + +**Languages** Common, Goblin + +**Challenge** 1/2 (100 XP) + +***Martial Advantage***. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated. + +###### Actions + +***Longsword***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands. + +***Longbow***. *Ranged Weapon Attack:* +3 to hit, range 150/600 ft., one target. *Hit:* 5 (1d8+1) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Homunculus.md b/Documents/Monsters/Homunculus.md new file mode 100644 index 0000000..531b2bd --- /dev/null +++ b/Documents/Monsters/Homunculus.md @@ -0,0 +1,29 @@ +## Homunculus + +*Tiny construct, neutral* + +**Armor Class** 13 (natural armor) + +**Hit Points** 5 (2d4) + +**Speed** 20 ft., fly 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|---------|---------|--------| +| 4 (-3) | 15 (+2) | 11 (+0) | 10 (+0) | 10 (+0) | 7 (-2) | + +**Damage Immunities** poison + +**Condition Immunities** charmed, poisoned + +**Senses** darkvision 60 ft., passive Perception 10 + +**Languages** understands the languages of its creator but can't speak + +**Challenge** 0 (10 XP) + +***Telepathic Bond***. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way. \ No newline at end of file diff --git a/Documents/Monsters/Horned Devil.md b/Documents/Monsters/Horned Devil.md new file mode 100644 index 0000000..2d25841 --- /dev/null +++ b/Documents/Monsters/Horned Devil.md @@ -0,0 +1,41 @@ +### Horned Devil + +*Large fiend (devil), lawful evil* + +**Armor Class** 18 (natural armor) + +**Hit Points** 148 (17d10+55) + +**Speed** 20 ft., fly 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 22 (+6) | 17 (+3) | 21 (+5) | 12 (+1) | 16 (+3) | 17 (+3) | + +**Saving Throws** Str +10, Dex +7, Wis +7, Cha +7 + +**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons + +**Damage Immunities** fire, poison + +**Condition Immunities** poisoned + +**Senses** darkvision 120 ft., passive Perception 13 + +**Languages** Infernal, telepathy 120 ft. + +**Challenge** 11 (7,200 XP) + +***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. + +***Magic Resistance***. The devil has advantage on saving throws against spells and other magical effects. + +###### Actions + +***Multiattack***. The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack. + +***Fork***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 15 (2d8+6) piercing damage. + +***Tail***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 10 (1d8+6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. + +***Hurl Flame***. *Ranged Spell Attack:* +7 to hit, range 150 ft., one target. *Hit:* 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. \ No newline at end of file diff --git a/Documents/Monsters/Hunter Shark (Creature).md b/Documents/Monsters/Hunter Shark (Creature).md new file mode 100644 index 0000000..2b7d191 --- /dev/null +++ b/Documents/Monsters/Hunter Shark (Creature).md @@ -0,0 +1,31 @@ +### Hunter Shark + +*Large beast, unaligned* + +**Armor Class** 12 (natural armor) + +**Hit Points** 45 (6d10+12) + +**Speed** 0 ft., swim 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 18 (+4) | 13 (+1) | 15 (+2) | 1 (-5) | 10 (+0) | 4 (-3) | + +**Skills** Perception +2 + +**Senses** blindsight 30 ft., passive Perception 12 + +**Languages** - + +**Challenge** 2 (450 XP) + +***Blood Frenzy***. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. + +***Water Breathing***. The shark can breathe only underwater. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) piercing damage. + +Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter shark** haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long. \ No newline at end of file diff --git a/Documents/Monsters/Hydra.md b/Documents/Monsters/Hydra.md new file mode 100644 index 0000000..d721b1c --- /dev/null +++ b/Documents/Monsters/Hydra.md @@ -0,0 +1,39 @@ +## Hydra + +*Huge monstrosity, unaligned* + +**Armor Class** 15 (natural armor) + +**Hit Points** 172 (15d12+75) + +**Speed** 30 ft., swim 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 20 (+5) | 12 (+1) | 20 (+5) | 2 (-4) | 10 (+0) | 7 (-2) | + +**Skills** Perception +6 + +**Senses** darkvision 60 ft., passive Perception 16 + +**Languages** - + +**Challenge** 8 (3,900 XP) + +***Hold Breath***. The hydra can hold its breath for 1 hour. + +***Multiple Heads***. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. + +Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. + +At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. + +***Reactive Heads***. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. + +***Wakeful***. While the hydra sleeps, at least one of its heads is awake. + +###### Actions + +***Multiattack***. The hydra makes as many bite attacks as it has heads. + +***Bite***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 10 (1d10+5) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Hyena (Creature).md b/Documents/Monsters/Hyena (Creature).md new file mode 100644 index 0000000..ad2b90f --- /dev/null +++ b/Documents/Monsters/Hyena (Creature).md @@ -0,0 +1,27 @@ +### Hyena + +*Medium beast, unaligned* + +**Armor Class** 11 + +**Hit Points** 5 (1d8+1) + +**Speed** 50 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 11 (+0) | 13 (+1) | 12 (+1) | 2 (-4) | 12 (+1) | 5 (-3) | + +**Skills** Perception +3 + +**Senses** passive Perception 13 + +**Languages** - + +**Challenge** 0 (10 XP) + +***Pack Tactics***. The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't incapacitated. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Ice Devil.md b/Documents/Monsters/Ice Devil.md new file mode 100644 index 0000000..a449eda --- /dev/null +++ b/Documents/Monsters/Ice Devil.md @@ -0,0 +1,47 @@ +### Ice Devil + +*Large fiend (devil), lawful evil* + +**Armor Class** 18 (natural armor) + +**Hit Points** 180 (19d10+76) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 21 (+5) | 14 (+2) | 18 (+4) | 18 (+4) | 15 (+2) | 18 (+4) | + +**Saving Throws** Dex +7, Con +9, Wis +7, Cha +9 + +**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + +**Damage Immunities** cold, fire, poison + +**Condition Immunities** poisoned + +**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 12 + +**Languages** Infernal, telepathy 120 ft. + +**Challenge** 14 (11,500 XP) + +***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. + +***Magic Resistance***. The devil has advantage on saving throws against spells and other magical effects. + +###### Actions + +***Multiattack***. The devil makes three attacks: one with its bite, one with its claws, and one with its tail. + +***Bite***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 12 (2d6+5) piercing damage plus 10 (3d6) cold damage. + +***Claws.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 10 (2d4+5) slashing damage plus 10 (3d6) cold damage. + +***Tail***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 12 (2d6+5) bludgeoning damage plus 10 (3d6) cold damage. + +***Wall of Ice (Recharge 6)***. The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. + +When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. + +The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes. \ No newline at end of file diff --git a/Documents/Monsters/Ice Mephit.md b/Documents/Monsters/Ice Mephit.md new file mode 100644 index 0000000..de16ff0 --- /dev/null +++ b/Documents/Monsters/Ice Mephit.md @@ -0,0 +1,39 @@ +### Ice Mephit + +*Small elemental, neutral evil* + +**Armor Class** 11 + +**Hit Points** 21 (6d6) + +**Speed** 30 ft., fly 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|--------|---------|---------| +| 7 (-2) | 13 (+1) | 10 (+0) | 9 (-1) | 11 (+0) | 12 (+1) | + +**Skills** Perception +2, Stealth +3 + +**Damage Vulnerabilities** bludgeoning, fire + +**Damage Immunities** cold, poison + +**Condition Immunities** poisoned + +**Senses** darkvision 60 ft., passive Perception 12 + +**Languages** Aquan, Auran + +**Challenge** 1/2 (100 XP) + +***Death Burst***. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one. + +***False Appearance***. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice. + +***Innate Spellcasting (1/Day)***. The mephit can innately cast *fog cloud*, requiring no material components. Its innate spellcasting ability is Charisma. + +###### Actions + +***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 3 (1d4+1) slashing damage plus 2 (1d4) cold damage. + +***Frost Breath (Recharge 6)***. The mephit exhales a 15- foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/Documents/Monsters/Imp (Devil).md b/Documents/Monsters/Imp (Devil).md new file mode 100644 index 0000000..448b419 --- /dev/null +++ b/Documents/Monsters/Imp (Devil).md @@ -0,0 +1,39 @@ +### Imp (Devil) + +*Tiny fiend (devil, shapechanger), lawful evil* + +**Armor Class** 13 + +**Hit Points** 10 (3d4+3) + +**Speed** 20 ft., fly 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|---------|---------|---------| +| 6 (-2) | 17 (+3) | 13 (+1) | 11 (+0) | 12 (+1) | 14 (+2) | + +**Skills** Deception +4, Insight +3, Persuasion +4, Stealth +5 + +**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons + +**Damage Immunities** fire, poison + +**Condition Immunities** poisoned + +**Senses** darkvision 120 ft., passive Perception 11 + +**Languages** Infernal, Common + +**Challenge** 1 (200 XP) + +***Shapechanger***. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + +***Devil's Sight***. Magical darkness doesn't impede the imp's darkvision. + +***Magic Resistance***. The imp has advantage on saving throws against spells and other magical effects. + +###### Actions + +***Sting (Bite in Beast Form)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4+3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. + +***Invisibility***. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it. \ No newline at end of file diff --git a/Documents/Monsters/Monsters I.md b/Documents/Monsters/Invisible Stalker.md similarity index 98% rename from Documents/Monsters/Monsters I.md rename to Documents/Monsters/Invisible Stalker.md index bfeaaa9..387782b 100644 --- a/Documents/Monsters/Monsters I.md +++ b/Documents/Monsters/Invisible Stalker.md @@ -1,5 +1,3 @@ -# Monsters (I) - ## Invisible Stalker *Medium elemental, neutral* diff --git a/Documents/Monsters/Iron Golem.md b/Documents/Monsters/Iron Golem.md new file mode 100644 index 0000000..6e99f7b --- /dev/null +++ b/Documents/Monsters/Iron Golem.md @@ -0,0 +1,41 @@ +### Iron Golem + +*Large construct, unaligned* + +**Armor Class** 20 (natural armor) + +**Hit Points** 210 (20d10+100) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|--------|---------|--------| +| 24 (+7) | 9 (-1) | 20 (+5) | 3 (-4) | 11 (+0) | 1 (-5) | + +**Damage Immunities** fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine + +**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned + +**Senses** darkvision 120 ft., passive Perception 10 + +**Languages** understands the languages of its creator but can't speak + +**Challenge** 16 (15,000 XP) + +***Fire Absorption***. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. + +***Immutable Form***. The golem is immune to any spell or effect that would alter its form. + +***Magic Resistance***. The golem has advantage on saving throws against spells and other magical effects. + +***Magic Weapons***. The golem's weapon attacks are magical. + +###### Actions + +***Multiattack***. The golem makes two melee attacks. + +***Slam***. *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 20 (3d8+7) bludgeoning damage. + +***Sword***. *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 23 (3d10+7) slashing damage. + +***Poison Breath (Recharge 6)***. The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/Documents/Monsters/Jackal (Creature).md b/Documents/Monsters/Jackal (Creature).md new file mode 100644 index 0000000..09c5fa3 --- /dev/null +++ b/Documents/Monsters/Jackal (Creature).md @@ -0,0 +1,29 @@ +### Jackal + +*Small beast, unaligned* + +**Armor Class** 12 + +**Hit Points** 3 (1d6) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|--------|---------|--------| +| 8 (-1) | 15 (+2) | 11 (+0) | 3 (-4) | 12 (+1) | 6 (-2) | + +**Skills** Perception +3 + +**Senses** passive Perception 13 + +**Languages** - + +**Challenge** 0 (10 XP) + +***Keen Hearing and Smell***. The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell. + +***Pack Tactics***. The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 feet of the creature and the ally isn't incapacitated. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 1 (1d4-1) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Killer Whale (Creature).md b/Documents/Monsters/Killer Whale (Creature).md new file mode 100644 index 0000000..ff0a665 --- /dev/null +++ b/Documents/Monsters/Killer Whale (Creature).md @@ -0,0 +1,31 @@ +### Killer Whale + +*Huge beast, unaligned* + +**Armor Class** 12 (natural armor) + +**Hit Points** 90 (12d12+12) + +**Speed** 0 ft., swim 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 19 (+4) | 10 (+0) | 13 (+1) | 3 (-4) | 12 (+1) | 7 (-2) | + +**Skills** Perception +3 + +**Senses** blindsight 120 ft., passive Perception 13 + +**Languages** - + +**Challenge** 3 (700 XP) + +***Echolocation***. The whale can't use its blindsight while deafened. + +***Hold Breath***. The whale can hold its breath for 30 minutes. + +***Keen Hearing***. The whale has advantage on Wisdom (Perception) checks that rely on hearing. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 21 (5d6+4) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Knight (NPC).md b/Documents/Monsters/Knight (NPC).md new file mode 100644 index 0000000..c2fa595 --- /dev/null +++ b/Documents/Monsters/Knight (NPC).md @@ -0,0 +1,39 @@ +### Knight + +*Medium humanoid (any race), any alignment* + +**Armor Class** 18 (plate) + +**Hit Points** 52 (8d8 + 16) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 16 (+3) | 11 (+0) | 14 (+2) | 11 (+0) | 11 (+0) | 15 (+2) | + +**Saving Throws** Con +4, Wis +2 + +**Senses** passive Perception 10 + +**Languages** any one language (usually Common) + +**Challenge** 3 (700 XP) + +***Brave***. The knight has advantage on saving throws against being frightened. + +###### Actions + +***Multiattack***. The knight makes two melee attacks. + +***Greatsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage. + +***Heavy Crossbow***. *Ranged Weapon Attack:* +2 to hit, range 100/400 ft., one target. *Hit:* 5 (1d10) piercing damage. + +***Leadership (Recharges after a Short or Long Rest)***. For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. + +###### Reactions + +***Parry***. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon. + +**Knights** are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners. \ No newline at end of file diff --git a/Documents/Monsters/Kobold.md b/Documents/Monsters/Kobold.md new file mode 100644 index 0000000..031512e --- /dev/null +++ b/Documents/Monsters/Kobold.md @@ -0,0 +1,29 @@ +## Kobold + +*Small humanoid (kobold), lawful evil* + +**Armor Class** 12 + +**Hit Points** 5 (2d6-2) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|--------|--------|--------|--------| +| 7 (-2) | 15 (+2) | 9 (-1) | 8 (-1) | 7 (-2) | 8 (-1) | + +**Senses** darkvision 60 ft., passive Perception 8 + +**Languages** Common, Draconic + +**Challenge** 1/8 (25 XP) + +***Sunlight Sensitivity***. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + +***Pack Tactics***. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. + +###### Actions + +***Dagger***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage. + +***Sling***. *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 4 (1d4+2) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Monsters K.md b/Documents/Monsters/Kraken.md similarity index 80% rename from Documents/Monsters/Monsters K.md rename to Documents/Monsters/Kraken.md index 3686a77..6a02543 100644 --- a/Documents/Monsters/Monsters K.md +++ b/Documents/Monsters/Kraken.md @@ -1,35 +1,3 @@ -# Monsters (K) - -## Kobold - -*Small humanoid (kobold), lawful evil* - -**Armor Class** 12 - -**Hit Points** 5 (2d6-2) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|--------|--------| -| 7 (-2) | 15 (+2) | 9 (-1) | 8 (-1) | 7 (-2) | 8 (-1) | - -**Senses** darkvision 60 ft., passive Perception 8 - -**Languages** Common, Draconic - -**Challenge** 1/8 (25 XP) - -***Sunlight Sensitivity***. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - -***Pack Tactics***. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Dagger***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage. - -***Sling***. *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 4 (1d4+2) bludgeoning damage. - ## Kraken *Gargantuan monstrosity (titan), chaotic evil* diff --git a/Documents/Monsters/Lamia.md b/Documents/Monsters/Lamia.md new file mode 100644 index 0000000..f2fcac7 --- /dev/null +++ b/Documents/Monsters/Lamia.md @@ -0,0 +1,39 @@ +## Lamia + +*Large monstrosity, chaotic evil* + +**Armor Class** 13 (natural armor) + +**Hit Points** 97 (13d10+26) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 16 (+3) | 13 (+1) | 15 (+2) | 14 (+2) | 15 (+2) | 16 (+3) | + +**Skills** Deception +7, Insight +4, Stealth +3 + +**Senses** darkvision 60 ft., passive Perception 12 + +**Languages** Abyssal, Common + +**Challenge** 4 (1,100 XP) + +***Innate Spellcasting***. The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. + +At will: *disguise self* (any humanoid form), *major image* + +3/day each: *charm person*, *mirror image*, *scrying*, *suggestion* + +1/day: *geas* + +###### Actions + +***Multiattack***. The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch. + +***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 14 (2d10+3) slashing damage. + +***Dagger***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4+3) piercing damage. + +***Intoxicating Touch***. *Melee Spell Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. \ No newline at end of file diff --git a/Documents/Monsters/Lemure (Devil).md b/Documents/Monsters/Lemure (Devil).md new file mode 100644 index 0000000..e12d769 --- /dev/null +++ b/Documents/Monsters/Lemure (Devil).md @@ -0,0 +1,33 @@ +### Lemure (Devil) + +*Medium fiend (devil), lawful evil* + +**Armor Class** 7 + +**Hit Points** 13 (3d8) + +**Speed** 15 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|--------|---------|--------| +| 10 (+0) | 5 (-3) | 11 (+0) | 1 (-5) | 11 (+0) | 3 (-4) | + +**Damage Resistances** cold + +**Damage Immunities** fire, poison + +**Condition Immunities** charmed, frightened, poisoned + +**Senses** darkvision 120 ft., passive Perception 10 + +**Languages** understands Infernal but can't speak + +**Challenge** 0 (10 XP) + +***Devil's Sight***. Magical darkness doesn't impede the lemure's darkvision. + +***Hellish Rejuvenation***. A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a *bless* spell cast on that creature or its remains are sprinkled with holy water. + +###### Actions + +***Fist***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Lich.md b/Documents/Monsters/Lich.md new file mode 100644 index 0000000..6abd68d --- /dev/null +++ b/Documents/Monsters/Lich.md @@ -0,0 +1,64 @@ +## Lich + +*Medium undead, any evil alignment* + +**Armor Class** 17 (natural armor) + +**Hit Points** 135 (18d8+54) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 11 (+0) | 16 (+3) | 16 (+3) | 20 (+5) | 14 (+2) | 16 (+3) | + +**Saving Throws** Con +10, Int +12, Wis +9 + +**Skills** Arcana +19, History +12, Insight +9, Perception +9 + +**Damage Resistances** cold, lightning, necrotic + +**Damage Immunities** poison; bludgeoning, piercing, and slashing from nonmagical attacks + +**Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned + +**Senses** truesight 120 ft., passive Perception 19 + +**Languages** Common plus up to five other languages + +**Challenge** 21 (33,000 XP) + +***Legendary Resistance (3/Day)***. If the lich fails a saving throw, it can choose to succeed instead. + +***Rejuvenation***. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. + +***Spellcasting***. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: + +Cantrips (at will): *mage hand*, *prestidigitation*, *ray of frost* +1st level (4 slots): *detect magic*, *magic missile*, *shield*, *thunderwave* +2nd level (3 slots): *acid arrow*, *detect thoughts*, *invisibility*, *mirror image* +3rd level (3 slots): *animate dead*, *counterspell*, *dispel magic*, *fireball* +4th level (3 slots): *blight*, *dimension door* +5th level (3 slots): *cloudkill*, *scrying* +6th level (1 slot): *disintegrate*, *globe of invulnerability* +7th level (1 slot): *finger of death*, *plane shift* +8th level (1 slot): *dominate monster*, *power word stun* +9th level (1 slot): *power word kill* + +***Turn Resistance***. The lich has advantage on saving throws against any effect that turns undead. + +###### Actions + +***Paralyzing Touch***. *Melee Spell Attack:* +12 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + +###### Legendary Actions + +The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn. + +**Cantrip**. The lich casts a cantrip. + +**Paralyzing Touch (Costs 2 Actions)**. The lich uses its Paralyzing Touch. + +**Frightening Gaze (Costs 2 Actions)**. The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours. + +**Disrupt Life (Costs 3 Actions)**. Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/Documents/Monsters/Lion (Creature).md b/Documents/Monsters/Lion (Creature).md new file mode 100644 index 0000000..0e6e160 --- /dev/null +++ b/Documents/Monsters/Lion (Creature).md @@ -0,0 +1,35 @@ +### Lion + +*Large beast, unaligned* + +**Armor Class** 12 + +**Hit Points** 26 (4d10+4) + +**Speed** 50 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 17 (+3) | 15 (+2) | 13 (+1) | 3 (-4) | 12 (+1) | 8 (-1) | + +**Skills** Perception +3, Stealth +6 + +**Senses** passive Perception 13 + +**Languages** - + +**Challenge** 1 (200 XP) + +***Keen Smell***. The lion has advantage on Wisdom (Perception) checks that rely on smell. + +***Pack Tactics***. The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't incapacitated. + +***Pounce***. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action. + +***Running Leap***. With a 10-foot running start, the lion can long jump up to 25 feet. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) piercing damage. + +***Claw***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) slashing damage. \ No newline at end of file diff --git a/Documents/Monsters/Lizard (Creature).md b/Documents/Monsters/Lizard (Creature).md new file mode 100644 index 0000000..13f4d88 --- /dev/null +++ b/Documents/Monsters/Lizard (Creature).md @@ -0,0 +1,23 @@ +### Lizard + +*Tiny beast, unaligned* + +**Armor Class** 10 + +**Hit Points** 2 (1d4) + +**Speed** 20 ft., climb 20 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|--------|--------|--------| +| 2 (-4) | 11 (+0) | 10 (+0) | 1 (-5) | 8 (-1) | 3 (-4) | + +**Senses** darkvision 30 ft., passive Perception 9 + +**Languages** - + +**Challenge** 0 (10 XP) + +###### Actions + +***Bite***. *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Lizardfolk.md b/Documents/Monsters/Lizardfolk.md new file mode 100644 index 0000000..ceeeb0e --- /dev/null +++ b/Documents/Monsters/Lizardfolk.md @@ -0,0 +1,35 @@ +## Lizardfolk + +*Medium humanoid (lizardfolk), neutral* + +**Armor Class** 15 (natural armor, shield) + +**Hit Points** 22 (4d8+4) + +**Speed** 30 ft., swim 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 15 (+2) | 10 (+0) | 13 (+1) | 7 (-2) | 12 (+1) | 7 (-2) | + +**Skills** Perception +3, Stealth +4, Survival +5 + +**Senses** passive Perception 13 + +**Languages** Draconic + +**Challenge** 1/2 (100 XP) + +***Hold Breath***. The lizardfolk can hold its breath for 15 minutes. + +###### Actions + +***Multiattack***. The lizardfolk makes two melee attacks, each one with a different weapon. + +***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. + +***Heavy Club***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) bludgeoning damage. + +***Javelin***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 5 (1d6+2) piercing damage. + +***Spiked Shield***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Mage (NPC).md b/Documents/Monsters/Mage (NPC).md new file mode 100644 index 0000000..5cb2569 --- /dev/null +++ b/Documents/Monsters/Mage (NPC).md @@ -0,0 +1,38 @@ +### Mage + +*Medium humanoid (any race), any alignment* + +**Armor Class** 12 (15 with *mage armor*) + +**Hit Points** 40 (9d8) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|---------|---------|---------| +| 9 (-1) | 14 (+2) | 11 (+0) | 17 (+3) | 12 (+1) | 11 (+0) | + +**Saving Throws** Int +6, Wis +4 + +**Skills** Arcana +6, History +6 + +**Senses** passive Perception 11 + +**Languages** any four languages + +**Challenge** 6 (2,300 XP) + +***Spellcasting***. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: + +Cantrips (at will): *fire bolt*, *light*, *mage hand*, *prestidigitation* +1st level (4 slots): *detect magic*, *mage armor*, *magic missile*, *shield* +2nd level (3 slots): *misty step*, *suggestion* +3rd level (3 slots): *counterspell*, *fireball*, *fly* +4th level (3 slots): *greater invisibility*, *ice storm* +5th level (1 slot): *cone of cold* + +###### Actions + +***Dagger***. *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d4 + 1) piercing damage. + +**Mages** spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference. \ No newline at end of file diff --git a/Documents/Monsters/Magma Mephit.md b/Documents/Monsters/Magma Mephit.md new file mode 100644 index 0000000..ed8e486 --- /dev/null +++ b/Documents/Monsters/Magma Mephit.md @@ -0,0 +1,39 @@ +### Magma Mephit + +*Small elemental, neutral evil* + +**Armor Class** 11 + +**Hit Points** 22 (5d6+5) + +**Speed** 30 ft., fly 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|--------|---------|---------| +| 8 (-1) | 12 (+1) | 12 (+1) | 7 (-2) | 10 (+0) | 10 (+0) | + +**Skills** Stealth +3 + +**Damage Vulnerabilities** cold + +**Damage Immunities** fire, poison + +**Condition Immunities** poisoned + +**Senses** darkvision 60 ft., passive Perception 10 + +**Languages** Ignan, Terran + +**Challenge** 1/2 (100 XP) + +***Death Burst***. When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. + +***False Appearance***. While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma. + +***Innate Spellcasting (1/Day)***. The mephit can innately cast *heat metal* (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma. + +###### Actions + +***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 3 (1d4+1) slashing damage plus 2 (1d4) fire damage. + +***Fire Breath (Recharge 6)***. The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/Documents/Monsters/Magmin.md b/Documents/Monsters/Magmin.md new file mode 100644 index 0000000..52993d9 --- /dev/null +++ b/Documents/Monsters/Magmin.md @@ -0,0 +1,31 @@ +## Magmin + +*Small elemental, chaotic neutral* + +**Armor Class** 14 (natural armor) + +**Hit Points** 9 (2d6+2) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|--------|---------|---------| +| 7 (-2) | 15 (+2) | 12 (+1) | 8 (-1) | 11 (+0) | 10 (+0) | + +**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks + +**Damage Immunities** fire + +**Senses** darkvision 60 ft., passive Perception 10 + +**Languages** Ignan + +**Challenge** 1/2 (100 XP) + +***Death Burst***. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited. + +***Ignited Illumination***. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet. + +###### Actions + +***Touch***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns. \ No newline at end of file diff --git a/Documents/Monsters/Mammoth (Creature).md b/Documents/Monsters/Mammoth (Creature).md new file mode 100644 index 0000000..34f553b --- /dev/null +++ b/Documents/Monsters/Mammoth (Creature).md @@ -0,0 +1,29 @@ +### Mammoth + +*Huge beast, unaligned* + +**Armor Class** 13 (natural armor) + +**Hit Points** 126 (11d12+55) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|--------|---------|--------| +| 24 (+7) | 9 (-1) | 21 (+5) | 3 (-4) | 11 (+0) | 6 (-2) | + +**Senses** passive Perception 10 + +**Languages** - + +**Challenge** 6 (2,300 XP) + +***Trampling Charge***. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action. + +###### Actions + +***Gore***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 25 (4d8+7) piercing damage. + +***Stomp***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one prone creature. *Hit:* 29 (4d10+7) bludgeoning damage. + +A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical. \ No newline at end of file diff --git a/Documents/Monsters/Manticore.md b/Documents/Monsters/Manticore.md new file mode 100644 index 0000000..8d9717b --- /dev/null +++ b/Documents/Monsters/Manticore.md @@ -0,0 +1,31 @@ +## Manticore + +*Large monstrosity, lawful evil* + +**Armor Class** 14 (natural armor) + +**Hit Points** 68 (8d10+24) + +**Speed** 30 ft., fly 50 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 17 (+3) | 16 (+3) | 17 (+3) | 7 (-2) | 12 (+1) | 8 (-1) | + +**Senses** darkvision 60 ft., passive Perception 11 + +**Languages** Common + +**Challenge** 3 (700 XP) + +***Tail Spike Regrowth***. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. + +###### Actions + +***Multiattack***. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes. + +***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) piercing damage. + +***Claw***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) slashing damage. + +***Tail Spike***. *Ranged Weapon Attack:* +5 to hit, range 100/200 ft., one target. *Hit:* 7 (1d8+3) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Marilith (Demon).md b/Documents/Monsters/Marilith (Demon).md new file mode 100644 index 0000000..2a64476 --- /dev/null +++ b/Documents/Monsters/Marilith (Demon).md @@ -0,0 +1,47 @@ +### Marilith (Demon) + +*Large fiend (demon), chaotic evil* + +**Armor Class** 18 (natural armor) + +**Hit Points** 189 (18d10+90) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 18 (+4) | 20 (+5) | 20 (+5) | 18 (+4) | 16 (+3) | 20 (+5) | + +**Saving Throws** Str +9, Con +10, Wis +8, Cha +10 + +**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + +**Damage Immunities** poison + +**Condition Immunities** poisoned + +**Senses** truesight 120 ft., passive Perception 13 + +**Languages** Abyssal, telepathy 120 ft. + +**Challenge** 16 (15,000 XP) + +***Magic Resistance***. The marilith has advantage on saving throws against spells and other magical effects. + +***Magic Weapons***. The marilith's weapon attacks are magical. + +***Reactive***. The marilith can take one reaction on every turn in a combat. + +###### Actions + +***Multiattack***. The marilith makes seven attacks: six with its longswords and one with its tail. + +***Longsword***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage. + +***Tail***. *Melee Weapon Attack:* +9 to hit, reach 10 ft., one creature. *Hit:* 15 (2d10+4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets. + +***Teleport***. The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. + +###### Reactions + +***Parry***. The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon. \ No newline at end of file diff --git a/Documents/Monsters/Mastiff (Creature).md b/Documents/Monsters/Mastiff (Creature).md new file mode 100644 index 0000000..f35abfe --- /dev/null +++ b/Documents/Monsters/Mastiff (Creature).md @@ -0,0 +1,29 @@ +### Mastiff + +*Medium beast, unaligned* + +**Armor Class** 12 + +**Hit Points** 5 (1d8+1) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 13 (+1) | 14 (+2) | 12 (+1) | 3 (-4) | 12 (+1) | 7 (-2) | + +**Skills** Perception +3 + +**Senses** passive Perception 13 + +**Languages** - + +**Challenge** 1/8 (25 XP) + +***Keen Hearing and Smell***. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. + +**Mastiffs** are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts. \ No newline at end of file diff --git a/Documents/Monsters/Medusa.md b/Documents/Monsters/Medusa.md new file mode 100644 index 0000000..3ffaaa0 --- /dev/null +++ b/Documents/Monsters/Medusa.md @@ -0,0 +1,37 @@ +## Medusa + +*Medium monstrosity, lawful evil* + +**Armor Class** 15 (natural armor) + +**Hit Points** 127 (17d8+51) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 10 (+0) | 15 (+2) | 16 (+3) | 12 (+1) | 13 (+1) | 15 (+2) | + +**Skills** Deception +5, Insight +4, Perception +4, Stealth +5 + +**Senses** darkvision 60 ft., passive Perception 14 + +**Languages** Common + +**Challenge** 6 (2,300 XP) + +***Petrifying Gaze***. When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the *greater restoration* spell or other magic. + +Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. + +If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze. + +###### Actions + +***Multiattack***. The medusa makes either three melee attacks-one with its snake hair and two with its shortsword-or two ranged attacks with its longbow. + +***Snake Hair***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4+2) piercing damage plus 14 (4d6) poison damage. + +***Shortsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. + +***Longbow***. *Ranged Weapon Attack:* +5 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8+2) piercing damage plus 7 (2d6) poison damage. \ No newline at end of file diff --git a/Documents/Monsters/Merfolk.md b/Documents/Monsters/Merfolk.md new file mode 100644 index 0000000..72009af --- /dev/null +++ b/Documents/Monsters/Merfolk.md @@ -0,0 +1,27 @@ +## Merfolk + +*Medium humanoid (merfolk), neutral* + +**Armor Class** 11 + +**Hit Points** 11 (2d8+2) + +**Speed** 10 ft., swim 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 10 (+0) | 13 (+1) | 12 (+1) | 11 (+0) | 11 (+0) | 12 (+1) | + +**Skills** Perception +2 + +**Senses** passive Perception 12 + +**Languages** Aquan, Common + +**Challenge** 1/8 (25 XP) + +***Amphibious***. The merfolk can breathe air and water. + +###### Actions + +***Spear***. *Melee or Ranged Weapon Attack:* +2 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. \ No newline at end of file diff --git a/Documents/Monsters/Merrow.md b/Documents/Monsters/Merrow.md new file mode 100644 index 0000000..396da32 --- /dev/null +++ b/Documents/Monsters/Merrow.md @@ -0,0 +1,31 @@ +## Merrow + +*Large monstrosity, chaotic evil* + +**Armor Class** 13 (natural armor) + +**Hit Points** 45 (6d10+12) + +**Speed** 10 ft., swim 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 18 (+4) | 10 (+0) | 15 (+2) | 8 (-1) | 10 (+0) | 9 (-1) | + +**Senses** darkvision 60 ft., passive Perception 10 + +**Languages** Abyssal, Aquan + +**Challenge** 2 (450 XP) + +***Amphibious***. The merrow can breathe air and water. + +###### Actions + +***Multiattack***. The merrow makes two attacks: one with its bite and one with its claws or harpoon. + +***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8+4) piercing damage. + +***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (2d4+4) slashing damage. + +***Harpoon***. *Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 11 (2d6+3) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow. \ No newline at end of file diff --git a/Documents/Monsters/Mimic.md b/Documents/Monsters/Mimic.md new file mode 100644 index 0000000..f794434 --- /dev/null +++ b/Documents/Monsters/Mimic.md @@ -0,0 +1,39 @@ +## Mimic + +*Medium monstrosity (shapechanger), neutral* + +**Armor Class** 12 (natural armor) + +**Hit Points** 58 (9d8+18) + +**Speed** 15 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 17 (+3) | 12 (+1) | 15 (+2) | 5 (-3) | 13 (+1) | 8 (-1) | + +**Skills** Stealth +5 + +**Damage Immunities** acid + +**Condition Immunities** prone + +**Senses** darkvision 60 ft., passive Perception 11 + +**Languages** - + +**Challenge** 2 (450 XP) + +***Shapechanger***. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + +***Adhesive (Object Form Only)***. The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. + +***False Appearance (Object Form Only)***. While the mimic remains motionless, it is indistinguishable from an ordinary object. + +***Grappler***. The mimic has advantage on attack rolls against any creature grappled by it. + +###### Actions + +***Pseudopod***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. + +***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) piercing damage plus 4 (1d8) acid damage. \ No newline at end of file diff --git a/Documents/Monsters/Minotaur Skeleton.md b/Documents/Monsters/Minotaur Skeleton.md new file mode 100644 index 0000000..38dc856 --- /dev/null +++ b/Documents/Monsters/Minotaur Skeleton.md @@ -0,0 +1,33 @@ +### Minotaur Skeleton + +*Large undead, lawful evil* + +**Armor Class** 12 (natural armor) + +**Hit Points** 67 (9d10+18) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|--------|--------| +| 18 (+4) | 11 (+0) | 15 (+2) | 6 (-2) | 8 (-1) | 5 (-3) | + +**Damage Vulnerabilities** bludgeoning + +**Damage Immunities** poison + +**Condition Immunities** exhaustion, poisoned + +**Senses** darkvision 60 ft., passive Perception 9 + +**Languages** understands Abyssal but can't speak + +**Challenge** 2 (450 XP) + +***Charge***. If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. + +###### Actions + +***Greataxe***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 17 (2d12+4) slashing damage. + +***Gore***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Minotaur.md b/Documents/Monsters/Minotaur.md new file mode 100644 index 0000000..b02b5dd --- /dev/null +++ b/Documents/Monsters/Minotaur.md @@ -0,0 +1,33 @@ +## Minotaur + +*Large monstrosity, chaotic evil* + +**Armor Class** 14 (natural armor) + +**Hit Points** 76 (9d10+27) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 18 (+4) | 11 (+0) | 16 (+3) | 6 (-2) | 16 (+3) | 9 (-1) | + +**Skills** Perception +7 + +**Senses** darkvision 60 ft., passive Perception 17 + +**Languages** Abyssal + +**Challenge** 3 (700 XP) + +***Charge***. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. + +***Labyrinthine Recall***. The minotaur can perfectly recall any path it has traveled. + +***Reckless***. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. + +###### Actions + +***Greataxe***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 17 (2d12+4) slashing damage. + +***Gore***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Monsters A.md b/Documents/Monsters/Monsters A.md deleted file mode 100644 index c8e1ed0..0000000 --- a/Documents/Monsters/Monsters A.md +++ /dev/null @@ -1,389 +0,0 @@ -# Monsters (A) - -## Aboleth - -*Large aberration, lawful evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 135 (18d10+36) - -**Speed** 10 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|---------|---------|---------| -| 21 (+5) | 9 (-1) | 15 (+2) | 18 (+4) | 15 (+2) | 18 (+4) | - -**Saving Throws** Con +6, Int +8, Wis +6 - -**Skills** History +12, Perception +10 - -**Senses** darkvision 120 ft., passive Perception 20 - -**Languages** Deep Speech, telepathy 120 ft. - -**Challenge** 10 (5,900 XP) - -***Amphibious***. The aboleth can breathe air and water. - -***Mucous Cloud***. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. - -***Probing Telepathy***. If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature. - -###### Actions - -***Multiattack***. The aboleth makes three tentacle attacks. - -***Tentacle***. *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 12 (2d6+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by *heal* or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. - -***Tail***. *Melee Weapon Attack:* +9 to hit, reach 10 ft. one target. *Hit:* 15 (3d6+5) bludgeoning damage. - -***Enslave (3/Day)***. The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. - -Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth. - -###### Legendary Actions - -The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn. - -**Detect**. The aboleth makes a Wisdom (Perception) check. - -**Tail Swipe**. The aboleth makes one tail attack. - -**Psychic Drain (Costs 2 Actions)**. One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes. - -## Angels - -### Deva - -*Medium celestial, lawful good* - -**Armor Class** 17 (natural armor) - -**Hit Points** 136 (16d8+64) - -**Speed** 30 ft., fly 90 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 18 (+4) | 18 (+4) | 17 (+3) | 20 (+5) | 20 (+5) | - -**Saving Throws** Wis +9, Cha +9 - -**Skills** Insight +9, Perception +9 - -**Damage Resistances** radiant; bludgeoning, piercing, and slashing from nonmagical attacks - -**Condition Immunities** charmed, exhaustion, frightened - -**Senses** darkvision 120 ft., passive Perception 19 - -**Languages** all, telepathy 120 ft. - -**Challenge** 10 (5,900 XP) - -***Angelic Weapons***. The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). - -***Innate Spellcasting***. The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal Components - -At will: *detect evil and good* - -1/day each: *commune*, *raise dead* - -***Magic Resistance***. The deva has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The deva makes two melee attacks. - -***Mace***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 7 (1d6+4) bludgeoning damage plus 18 (4d8) radiant damage. - -***Healing Touch (3/Day)***. The deva touches another creature. The target magically regains 20 (4d8+2) hit points and is freed from any curse, disease, poison, blindness, or deafness. - -***Change Shape***. The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice). - -In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. - -### Planetar - -*Large celestial, lawful good* - -**Armor Class** 19 (natural armor) - -**Hit Points** 200 (16d10+112) - -**Speed** 40 ft., fly 120 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 24 (+7) | 20 (+5) | 24 (+7) | 19 (+4) | 22 (+6) | 25 (+7) | - -**Saving Throws** Con +12, Wis +11, Cha +12 - -**Skills** Perception +11 - -**Damage Resistances** radiant; bludgeoning, piercing, and slashing from nonmagical attacks - -**Condition Immunities** charmed, exhaustion, frightened - -**Senses** truesight 120 ft., passive Perception 21 - -**Languages** all, telepathy 120 ft. - -**Challenge** 16 (15,000 XP) - -***Angelic Weapons***. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack). - -***Divine Awareness***. The planetar knows if it hears a lie. - -***Innate Spellcasting***. The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material Components - -At will: *detect evil and good*, *invisibility* (self only) - -3/day each: *blade barrier*, *dispel evil and good*, *flame strike*, *raise dead* - -1/day each: *commune*, *control weather*, *insect plague* - -***Magic Resistance***. The planetar has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The planetar makes two melee attacks. - -***Greatsword***. *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 21 (4d6+7) slashing damage plus 22 (5d8) radiant damage. - -***Healing Touch (4/Day)***. The planetar touches another creature. The target magically regains 30 (6d8+3) hit points and is freed from any curse, disease, poison, blindness, or deafness. - -### Solar - -*Large celestial, lawful good* - -**Armor Class** 21 (natural armor) - -**Hit Points** 243 (18d10+144) - -**Speed** 50 ft., fly 150 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|----------| -| 26 (+8) | 22 (+6) | 26 (+8) | 25 (+7) | 25 (+7) | 30 (+10) | - -**Saving Throws** Int +14, Wis +14, Cha +17 - -**Skills** Perception +14 - -**Damage Resistances** radiant; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** necrotic, poison - -**Condition Immunities** charmed, exhaustion, frightened, poisoned - -**Senses** truesight 120 ft., passive Perception 24 - -**Languages** all, telepathy 120 ft. - -**Challenge** 21 (33,000 XP) - -***Angelic Weapons***. The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). - -***Divine Awareness***. The solar knows if it hears a lie. - -***Innate Spellcasting***. The solar's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material Components - -At will: *detect evil and good*, *invisibility* (self only) - -3/day each: *blade barrier*, *dispel evil and good*, *resurrection* - -1/day each: *commune*, *control weather* - -***Magic Resistance***. The solar has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The solar makes two greatsword attacks. - -***Greatsword***. *Melee Weapon Attack:* +15 to hit, reach 5 ft., one target. *Hit:* 22 (4d6+8) slashing damage plus 27 (6d8) radiant damage. - -***Slaying Longbow***. *Ranged Weapon Attack:* +13 to hit, range 150/600 ft., one target. *Hit:* 15 (2d8+6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die. - -***Flying Sword***. The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies. - -***Healing Touch (4/Day)***. The solar touches another creature. The target magically regains 40 (8d8+4) hit points and is freed from any curse, disease, poison, blindness, or deafness. - -###### Legendary Actions - -The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The solar regains spent legendary actions at the start of its turn. - -**Teleport**. The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - -**Searing Burst (Costs 2 Actions)**. The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. - -**Blinding Gaze (Costs 3 Actions)**. The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the *lesser restoration* spell removes the blindness. - -## Animated Objects - -### Animated Armor - -*Medium construct, unaligned* - -**Armor Class** 18 (natural armor) - -**Hit Points** 33 (6d8+6) - -**Speed** 25 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 14 (+2) | 11 (+0) | 13 (+1) | 1 (-5) | 3 (-4) | 1 (-5) | - -**Damage Immunities** poison, psychic - -**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned - -**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 6 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Antimagic Susceptibility***. The armor is incapacitated while in the area of an *antimagic field*. If targeted by *dispel magic*, the armor must succeed on a - -Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. - -***False Appearance***. While the armor remains motionless, it is indistinguishable from a normal suit of armor. - -###### Actions - -***Multiattack***. The armor makes two melee attacks. - -***Slam***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) bludgeoning damage. - -### Flying Sword - -*Small construct, unaligned* - -**Armor Class** 17 (natural armor) - -**Hit Points** 17 (5d6) - -**Speed** 0 ft., fly 50 ft. (hover) - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 12 (+1) | 15 (+2) | 11 (+0) | 1 (-5) | 5 (-3) | 1 (-5) | - -**Saving Throws** Dex +4 - -**Damage Immunities** poison, psychic - -**Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned - -**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 7 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Antimagic Susceptibility***. The sword is incapacitated while in the area of an *antimagic field*. If targeted by *dispel magic*, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. - -***False Appearance***. While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword. - -###### Actions - -***Longsword***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8+1) slashing damage. - -### Rug of Smothering - -*Large construct, unaligned* - -**Armor Class** 12 - -**Hit Points** 33 (6d10) - -**Speed** 10 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 17 (+3) | 14 (+2) | 10 (+0) | 1 (-5) | 3 (-4) | 1 (-5) | - -**Damage Immunities** poison, psychic - -**Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned - -**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 6 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Antimagic Susceptibility***. The rug is incapacitated while in the area of an *antimagic field*. If targeted by *dispel magic*, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. - -***Damage Transfer***. While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half. - -***False Appearance***. While the rug remains motionless, it is indistinguishable from a normal rug. - -###### Actions - -***Smother***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one Medium or smaller creature. *Hit:* The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6+3) bludgeoning damage. - -## Ankheg - -*Large monstrosity, unaligned* - -**Armor Class** 14 (natural armor), 11 while prone - -**Hit Points** 39 (6d10+6) - -**Speed** 30 ft., burrow 10 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 11 (+0) | 13 (+1) | 1 (-5) | 13 (+1) | 6 (-2) | - -**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 11 - -**Languages** - - -**Challenge** 2 (450 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so. - -***Acid Spray (Recharge 6)***. The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. - -## Azer - -*Medium elemental, lawful neutral* - -**Armor Class** 17 (natural armor, shield) - -**Hit Points** 39 (6d8+12) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 17 (+3) | 12 (+1) | 15 (+2) | 12 (+1) | 13 (+1) | 10 (+0) | - -**Saving Throws** Con +4 - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** passive Perception 11 - -**Languages** Ignan - -**Challenge** 2 (450 XP) - -***Heated Body***. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. - -***Heated Weapons***. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). - -***Illumination***. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - -###### Actions - -***Warhammer***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) bludgeoning damage, or 8 (1d10+3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. \ No newline at end of file diff --git a/Documents/Monsters/Monsters B.md b/Documents/Monsters/Monsters B.md deleted file mode 100644 index 36baf98..0000000 --- a/Documents/Monsters/Monsters B.md +++ /dev/null @@ -1,131 +0,0 @@ -# Monsters (B) - -## Basilisk - -*Medium monstrosity, unaligned* - -**Armor Class** 15 (natural armor) - -**Hit Points** 52 (8d8+16) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 16 (+3) | 8 (-1) | 15 (+2) | 2 (-4) | 8 (-1) | 7 (-2) | - -**Senses** darkvision 60 ft., passive Perception 9 - -**Languages** - - -**Challenge** 3 (700 XP) - -**Petrifying Gaze**. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the *greater restoration* spell or other magic. - -A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. - -If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) piercing damage plus 7 (2d6) poison damage. - -## Behir - -*Huge monstrosity, neutral evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 168 (16d12+64) - -**Speed** 50 ft., climb 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 23 (+6) | 16 (+3) | 18 (+4) | 7 (-2) | 14 (+2) | 12 (+1) | - -**Skills** Perception +6, Stealth +7 - -**Damage Immunities** lightning - -**Senses** darkvision 90 ft., passive Perception 16 - -**Languages** Draconic - -**Challenge** 11 (7,200 XP) - -###### Actions - -***Multiattack***. The behir makes two attacks: one with its bite and one to constrict. - -***Bite***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 22 (3d10+6) piercing damage. - -***Constrict***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one Large or smaller creature. *Hit:* 17 (2d10+6) bludgeoning damage plus 17 (2d10+6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends. - -***Lightning Breath (Recharge 5-6)***. The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. - -***Swallow***. The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time. - -If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. - -## Bugbear - -*Medium humanoid (goblinoid), chaotic evil* - -**Armor Class** 16 (hide armor, shield) - -**Hit Points** 27 (5d8+5) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 14 (+2) | 13 (+1) | 8 (-1) | 11 (+0) | 9 (-1) | - -**Skills** Stealth +6, Survival +2 - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Common, Goblin - -**Challenge** 1 (200 XP) - -***Brute***. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). - -***Surprise Attack***. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. - -###### Actions - -***Morningstar***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 11 (2d8+2) piercing damage. - -***Javelin***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 9 (2d6+2) piercing damage in melee or 5 (1d6+2) piercing damage at range. - -## Bulette - -*Large monstrosity, unaligned* - -**Armor Class** 17 (natural armor) - -**Hit Points** 94 (9d10+45) - -**Speed** 40 ft., burrow 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 19 (+4) | 11 (+0) | 21 (+5) | 2 (-4) | 10 (+0) | 5 (-3) | - -**Skills** Perception +6 - -**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 16 - -**Languages** - - -**Challenge** 5 (1,800 XP) - -***Standing Leap***. The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 30 (4d12+4) piercing damage. - -***Deadly Leap***. If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6+4) bludgeoning damage plus 14 (3d6+4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space. \ No newline at end of file diff --git a/Documents/Monsters/Monsters C.md b/Documents/Monsters/Monsters C.md deleted file mode 100644 index 0a52038..0000000 --- a/Documents/Monsters/Monsters C.md +++ /dev/null @@ -1,223 +0,0 @@ -# Monsters (C) - -## Centaur - -*Large monstrosity, neutral good* - -**Armor Class** 12 - -**Hit Points** 45 (6d10+12) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 18 (+4) | 14 (+2) | 14 (+2) | 9 (-1) | 13 (+1) | 11 (+0) | - -**Skills** Athletics +6, Perception +3, Survival +3 - -**Senses** passive Perception 13 - -**Languages** Elvish, Sylvan - -**Challenge** 2 (450 XP) - -***Charge***. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. - -###### Actions - -***Multiattack***. The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow. - -***Pike***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 9 (1d10+4) piercing damage. - -***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. - -***Longbow***. *Ranged Weapon Attack:* +4 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8+2) piercing damage. - -## Chimera - -*Large monstrosity, chaotic evil* - -**Armor Class** 14 (natural armor) - -**Hit Points** 114 (12d10+48) - -**Speed** 30 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 19 (+4) | 11 (+0) | 19 (+4) | 3 (-4) | 14 (+2) | 10 (+0) | - -**Skills** Perception +8 - -**Senses** darkvision 60 ft., passive Perception 18 - -**Languages** understands Draconic but can't speak - -**Challenge** 6 (2,300 XP) - -###### Actions - -***Multiattack***. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) piercing damage. - -***Horns***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 10 (1d12+4) bludgeoning damage. - -***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. - -***Fire Breath (Recharge 5-6)***. The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. - -## Chuul - -*Large aberration, chaotic evil* - -**Armor Class** 16 (natural armor) - -**Hit Points** 93 (11d10+33) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 19 (+4) | 10 (+0) | 16 (+3) | 5 (-3) | 11 (+0) | 5 (-3) | - -**Skills** Perception +4 - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** understands Deep Speech but can't speak - -**Challenge** 4 (1,100 XP) - -***Amphibious***. The chuul can breathe air and water. - -***Sense Magic***. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the *detect magic* spell but isn't itself magical. - -###### Actions - -***Multiattack***. The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once. - -***Pincer***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled. - -***Tentacles***. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -## Cloaker - -*Large aberration, chaotic neutral* - -**Armor Class** 14 (natural armor) - -**Hit Points** 78 (12d10+12) - -**Speed** 10 ft., fly 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 17 (+3) | 15 (+2) | 12 (+1) | 13 (+1) | 12 (+1) | 14 (+2) | - -**Skills** Stealth +5 - -**Senses** darkvision 60 ft., passive Perception 11 - -**Languages** Deep Speech, Undercommon - -**Challenge** 8 (3,900 XP) - -***Damage Transfer***. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half. - -***False Appearance***. While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak. - -***Light Sensitivity***. While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Multiattack***. The cloaker makes two attacks: one with its bite and one with its tail. - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 10 (2d6+3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check. - -***Tail***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one creature. *Hit:* 7 (1d8+3) slashing damage. - -***Moan***. Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours - -***Phantasms (Recharges after a Short or Long Rest)***. The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. - -Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. - -A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears. - -## Cockatrice - -*Small monstrosity, unaligned* - -**Armor Class** 11 - -**Hit Points** 27 (6d6+6) - -**Speed** 20 ft., fly 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 6 (-2) | 12 (+1) | 12 (+1) | 2 (-4) | 13 (+1) | 5 (-3) | - -**Senses** darkvision 60 ft., passive Perception 11 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 3 (1d4+1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. - -## Couatl - -*Medium celestial, lawful good* - -**Armor Class** 19 (natural armor) - -**Hit Points** 97 (13d8+39) - -**Speed** 30 ft., fly 90 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 20 (+5) | 17 (+3) | 18 (+4) | 20 (+5) | 18 (+4) | - -**Saving Throws** Con +5, Wis +7, Cha +6 - -**Damage Resistances** radiant - -**Damage Immunities** psychic; bludgeoning, piercing, and slashing from nonmagical attacks - -**Senses** truesight 120 ft., passive Perception 15 - -**Languages** all, telepathy 120 ft. - -**Challenge** 4 (1,100 XP) - -***Innate Spellcasting***. The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal Components - -At will: *detect evil and good*, *detect magic*, *detect thoughts* - -3/day each: *bless*, *create food and water*, *cure wounds*, *lesser restoration*, *protection from poison*, *sanctuary*, *shield* - -1/day each: *dream*, *greater restoration*, *scrying* - -***Magic Weapons***. The couatl's weapon attacks are magical. - -***Shielded Mind***. The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one creature. *Hit:* 8 (1d6+5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. - -***Constrict***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one Medium or smaller creature. *Hit:* 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target. - -***Change Shape***. The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice). - -In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form. \ No newline at end of file diff --git a/Documents/Monsters/Monsters D.md b/Documents/Monsters/Monsters D.md deleted file mode 100644 index ecaeec6..0000000 --- a/Documents/Monsters/Monsters D.md +++ /dev/null @@ -1,3010 +0,0 @@ -# Monsters (D) - -## Darkmantle - -*Small monstrosity, unaligned* - -**Armor Class** 11 - -**Hit Points** 22 (5d6+5) - -**Speed** 10 ft., fly 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 16 (+3) | 12 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 5 (-3) | - -**Skills** Stealth +3 - -**Senses** blindsight 60 ft., passive Perception 10 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Echolocation***. The darkmantle can't use its blindsight while deafened. - -***False Appearance***. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite. - -###### Actions - -***Crush***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 6 (1d6+3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. - -While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. - -A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement. - -***Darkness Aura (1/Day)***. A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. - -## Demons - -### Balor - -*Huge fiend (demon), chaotic evil* - -**Armor Class** 19 (natural armor) - -**Hit Points** 262 (21d12+126) - -**Speed** 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 26 (+8) | 15 (+2) | 22 (+6) | 20 (+5) | 16 (+3) | 22 (+6) | - -**Saving Throws** Str +14, Con +12, Wis +9, Cha +12 - -**Damage Resistances** cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** truesight 120 ft., passive Perception 13 - -**Languages** Abyssal, telepathy 120 ft. - -**Challenge** 19 (22,000 XP) - -***Death Throes***. When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons. - -***Fire Aura***. At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. - -***Magic Resistance***. The balor has advantage on saving throws against spells and other magical effects. - -***Magic Weapons***. The balor's weapon attacks are magical. - -###### Actions - -***Multiattack***. The balor makes two attacks: one with its longsword and one with its whip. - -***Longsword***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 21 (3d8+8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice. - -***Whip***. *Melee Weapon Attack:* +14 to hit, reach 30 ft., one target. *Hit:* 15 (2d6+8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor. - -***Teleport***. The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - -### Dretch - -*Small fiend (demon), chaotic evil* - -**Armor Class** 11 (natural armor) - -**Hit Points** 18 (4d6+4) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 11 (+0) | 11 (+0) | 12 (+1) | 5 (-3) | 8 (-1) | 3 (-4) | - -**Damage Resistances** cold, fire, lightning - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** darkvision 60 ft., passive Perception 9 - -**Languages** Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal) - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Multiattack***. The dretch makes two attacks: one with its bite and one with its claws. - -***Bite***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 5 (2d4) slashing damage. - -***Fetid Cloud (1/Day)***. A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions. - -### Glabrezu - -*Large fiend (demon), chaotic evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 157 (15d10+75) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 20 (+5) | 15 (+2) | 21 (+5) | 19 (+4) | 17 (+3) | 16 (+3) | - -**Saving Throws** Str +9, Con +9, Wis +7, Cha +7 - -**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** truesight 120 ft., passive Perception 13 - -**Languages** Abyssal, telepathy 120 ft. - -**Challenge** 9 (5,000 XP) - -***Innate Spellcasting***. The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material Components - -At will: *darkness*, *detect magic*, *dispel magic* - -1/day each: *confusion*, *fly*, *power word stun* - -***Magic Resistance***. The glabrezu has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell. - -***Pincer***. *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 16 (2d10+5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target. - -***Fist***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) bludgeoning damage. - -### Hezrou - -*Large fiend (demon), chaotic evil* - -**Armor Class** 16 (natural armor) - -**Hit Points** 136 (13d10+65) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 19 (+4) | 17 (+3) | 20 (+5) | 5 (-3) | 12 (+1) | 13 (+1) | - -**Saving Throws** Str +7, Con +8, Wis +4 - -**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** darkvision 120 ft., passive Perception 11 - -**Languages** Abyssal, telepathy 120 ft. - -**Challenge** 8 (3,900 XP) - -***Magic Resistance***. The hezrou has advantage on saving throws against spells and other magical effects. - -***Stench***. Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours. - -###### Actions - -***Multiattack***. The hezrou makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 15 (2d10+4) piercing damage. - -***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. - -### Marilith - -*Large fiend (demon), chaotic evil* - -**Armor Class** 18 (natural armor) - -**Hit Points** 189 (18d10+90) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 20 (+5) | 20 (+5) | 18 (+4) | 16 (+3) | 20 (+5) | - -**Saving Throws** Str +9, Con +10, Wis +8, Cha +10 - -**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** truesight 120 ft., passive Perception 13 - -**Languages** Abyssal, telepathy 120 ft. - -**Challenge** 16 (15,000 XP) - -***Magic Resistance***. The marilith has advantage on saving throws against spells and other magical effects. - -***Magic Weapons***. The marilith's weapon attacks are magical. - -***Reactive***. The marilith can take one reaction on every turn in a combat. - -###### Actions - -***Multiattack***. The marilith makes seven attacks: six with its longswords and one with its tail. - -***Longsword***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage. - -***Tail***. *Melee Weapon Attack:* +9 to hit, reach 10 ft., one creature. *Hit:* 15 (2d10+4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets. - -***Teleport***. The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - -###### Reactions - -***Parry***. The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon. - -### Nalfeshnee - -*Large fiend (demon), chaotic evil* - -**Armor Class** 18 (natural armor) - -**Hit Points** 184 (16d10+96) - -**Speed** 20 ft., fly 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 21 (+5) | 10 (+0) | 22 (+6) | 19 (+4) | 12 (+1) | 15 (+2) | - -**Saving Throws** Con +11, Int +9, Wis +6, Cha +7 - -**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** truesight 120 ft., passive Perception 11 - -**Languages** Abyssal, telepathy 120 ft. - -**Challenge** 13 (10,000 XP) - -***Magic Resistance***. The nalfeshnee has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 32 (5d10+5) piercing damage. - -***Claw***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 15 (3d6+5) slashing damage. - -***Horror Nimbus (Recharge 5-6)***. The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours. - -***Teleport***. The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - -### Quasit - -*Tiny fiend (demon, shapechanger), chaotic evil* - -**Armor Class** 13 - -**Hit Points** 7 (3d4) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|---------| -| 5 (-3) | 17 (+3) | 10 (+0) | 7 (-2) | 10 (+0) | 10 (+0) | - -**Skills** Stealth +5 - -**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** darkvision 120 ft., passive Perception 10 - -**Languages** Abyssal, Common - -**Challenge** 1 (200 XP) - -***Shapechanger***. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -***Magic Resistance***. The quasit has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Claws (Bite in Beast Form)***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d4+3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -***Scare (1/Day)***. One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success. - -***Invisibility***. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it. - -### Vrock - -*Large fiend (demon), chaotic evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 104 (11d10+44) - -**Speed** 40 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 15 (+2) | 18 (+4) | 8 (-1) | 13 (+1) | 8 (-1) | - -**Saving Throws** Dex +5, Wis +4, Cha +2 - -**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** darkvision 120 ft., passive Perception 11 - -**Languages** Abyssal, telepathy 120 ft. - -**Challenge** 6 (2,300 XP) - -***Magic Resistance***. The vrock has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The vrock makes two attacks: one with its beak and one with its talons. - -***Beak***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) piercing damage. - -***Talons***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 14 (2d10+3) slashing damage. - -***Spores (Recharge 6)***. A 15-foot radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it. - -***Stunning Screech (1/Day)***. The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn. - -## Devils - -### Barbed Devil - -*Medium fiend (devil), lawful evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 110 (13d8+52) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 17 (+3) | 18 (+4) | 12 (+1) | 14 (+2) | 14 (+2) | - -**Saving Throws** Str +6, Con +7, Wis +5, Cha +5 - -**Skills** Deception +5, Insight +5, Perception +8 - -**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** darkvision 120 ft., passive Perception 18 - -**Languages** Infernal, telepathy 120 ft. - -**Challenge** 5 (1,800 XP) - -***Barbed Hide***. At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it. - -***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. - -***Magic Resistance***. The devil has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice. - -***Claw***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) piercing damage. - -***Tail***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) piercing damage. - -***Hurl Flame***. *Ranged Spell Attack:* +5 to hit, range 150 ft., one target. *Hit:* 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. - -### Bearded Devil - -*Medium fiend (devil), lawful evil* - -**Armor Class** 13 (natural armor) - -**Hit Points** 52 (8d8+16) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 16 (+3) | 15 (+2) | 15 (+2) | 9 (-1) | 11 (+0) | 11 (+0) | - -**Saving Throws** Str +5, Con +4, Wis +2 - -**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** darkvision 120 ft., passive Perception 10 - -**Languages** Infernal, telepathy 120 ft. - -**Challenge** 3 (700 XP) - -***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. - -***Magic Resistance***. The devil has advantage on saving throws against spells and other magical effects. - -***Steadfast***. The devil can't be frightened while it can see an allied creature within 30 feet of it. - -###### Actions - -***Multiattack***. The devil makes two attacks: one with its beard and one with its glaive. - -***Beard***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 6 (1d8+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -***Glaive***. *Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 8 (1d10+3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. - -### Bone Devil - -*Large fiend (devil), lawful evil* - -**Armor Class** 19 (natural armor) - -**Hit Points** 142 (15d10+60) - -**Speed** 40 ft., fly 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 16 (+3) | 18 (+4) | 13 (+1) | 14 (+2) | 16 (+3) | - -**Saving Throws** Int +5, Wis +6, Cha +7 - -**Skills** Deception +7, Insight +6 - -**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** darkvision 120 ft., passive Perception 12 - -**Languages** Infernal, telepathy 120 ft. - -**Challenge** 9 (5,000 XP) - -***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. - -***Magic Resistance***. The devil has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The devil makes three attacks: two with its claws and one with its sting. - -***Claw***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 8 (1d8+4) slashing damage. - -***Sting***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 13 (2d8+4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -### Chain Devil - -*Medium fiend (devil), lawful evil* - -**Armor Class** 16 (natural armor) - -**Hit Points** 85 (10d8+40) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 15 (+2) | 18 (+4) | 11 (+0) | 12 (+1) | 14 (+2) | - -**Saving Throws** Con +7, Wis +4, Cha +5 - -**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** darkvision 120 ft., passive Perception 11 - -**Languages** Infernal, telepathy 120 ft. - -**Challenge** 8 (3,900 XP) - -***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. - -***Magic Resistance***. The devil has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The devil makes two attacks with its chains. - -***Chain***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 11 (2d6+4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns. - -***Animate Chains (Recharges after a Short or Long Rest)***. Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried. - -Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies. - -###### Reactions - -***Unnerving Mask***. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn. - -### Erinyes - -*Medium fiend (devil), lawful evil* - -**Armor Class** 18 (plate) - -**Hit Points** 153 (18d8+72) - -**Speed** 30 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 16 (+3) | 18 (+4) | 14 (+2) | 14 (+2) | 18 (+4) | - -**Saving Throws** Dex +7, Con +8, Wis +6, Cha +8 - -**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** truesight 120 ft., passive Perception 12 - -**Languages** Infernal, telepathy 120 ft. - -**Challenge** 12 (8,400 XP) - -***Hellish Weapons***. The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks). - -***Magic Resistance***. The erinyes has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The erinyes makes three attacks. - -***Longsword***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands, plus 13 (3d8) poison damage. - -***Longbow***. *Ranged Weapon Attack:* +7 to hit, range 150/600 ft., one target. *Hit:* 7 (1d8+3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the *lesser restoration* spell or similar magic. - -###### Reactions - -***Parry***. The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon. - -### Horned Devil - -*Large fiend (devil), lawful evil* - -**Armor Class** 18 (natural armor) - -**Hit Points** 148 (17d10+55) - -**Speed** 20 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 22 (+6) | 17 (+3) | 21 (+5) | 12 (+1) | 16 (+3) | 17 (+3) | - -**Saving Throws** Str +10, Dex +7, Wis +7, Cha +7 - -**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** darkvision 120 ft., passive Perception 13 - -**Languages** Infernal, telepathy 120 ft. - -**Challenge** 11 (7,200 XP) - -***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. - -***Magic Resistance***. The devil has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack. - -***Fork***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 15 (2d8+6) piercing damage. - -***Tail***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 10 (1d8+6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. - -***Hurl Flame***. *Ranged Spell Attack:* +7 to hit, range 150 ft., one target. *Hit:* 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. - -### Ice Devil - -*Large fiend (devil), lawful evil* - -**Armor Class** 18 (natural armor) - -**Hit Points** 180 (19d10+76) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 21 (+5) | 14 (+2) | 18 (+4) | 18 (+4) | 15 (+2) | 18 (+4) | - -**Saving Throws** Dex +7, Con +9, Wis +7, Cha +9 - -**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - -**Damage Immunities** cold, fire, poison - -**Condition Immunities** poisoned - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 12 - -**Languages** Infernal, telepathy 120 ft. - -**Challenge** 14 (11,500 XP) - -***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. - -***Magic Resistance***. The devil has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The devil makes three attacks: one with its bite, one with its claws, and one with its tail. - -***Bite***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 12 (2d6+5) piercing damage plus 10 (3d6) cold damage. - -***Claws.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 10 (2d4+5) slashing damage plus 10 (3d6) cold damage. - -***Tail***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 12 (2d6+5) bludgeoning damage plus 10 (3d6) cold damage. - -***Wall of Ice (Recharge 6)***. The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. - -When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. - -The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes. - -### Imp - -*Tiny fiend (devil, shapechanger), lawful evil* - -**Armor Class** 13 - -**Hit Points** 10 (3d4+3) - -**Speed** 20 ft., fly 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 6 (-2) | 17 (+3) | 13 (+1) | 11 (+0) | 12 (+1) | 14 (+2) | - -**Skills** Deception +4, Insight +3, Persuasion +4, Stealth +5 - -**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** darkvision 120 ft., passive Perception 11 - -**Languages** Infernal, Common - -**Challenge** 1 (200 XP) - -***Shapechanger***. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -***Devil's Sight***. Magical darkness doesn't impede the imp's darkvision. - -***Magic Resistance***. The imp has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Sting (Bite in Beast Form)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4+3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. - -***Invisibility***. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it. - -### Lemure - -*Medium fiend (devil), lawful evil* - -**Armor Class** 7 - -**Hit Points** 13 (3d8) - -**Speed** 15 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 10 (+0) | 5 (-3) | 11 (+0) | 1 (-5) | 11 (+0) | 3 (-4) | - -**Damage Resistances** cold - -**Damage Immunities** fire, poison - -**Condition Immunities** charmed, frightened, poisoned - -**Senses** darkvision 120 ft., passive Perception 10 - -**Languages** understands Infernal but can't speak - -**Challenge** 0 (10 XP) - -***Devil's Sight***. Magical darkness doesn't impede the lemure's darkvision. - -***Hellish Rejuvenation***. A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a *bless* spell cast on that creature or its remains are sprinkled with holy water. - -###### Actions - -***Fist***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage. - -### Pit Fiend - -*Large fiend (devil), lawful evil* - -**Armor Class** 19 (natural armor) - -**Hit Points** 300 (24d10+168) - -**Speed** 30 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 26 (+8) | 14 (+2) | 24 (+7) | 22 (+6) | 18 (+4) | 24 (+7) | - -**Saving Throws** Dex +8, Con +13, Wis +10 - -**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** truesight 120 ft., passive Perception 14 - -**Languages** Infernal, telepathy 120 ft. - -**Challenge** 20 (25,000 XP) - -***Fear Aura***. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours. - -***Magic Resistance***. The pit fiend has advantage on saving throws against spells and other magical effects. - -***Magic Weapons***. The pit fiend's weapon attacks are magical. - -***Innate Spellcasting***. The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material Components - -At will: *detect magic*, *fireball* - -3/day each: *hold monster*, *wall of fire* - -###### Actions - -***Multiattack***. The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail. - -***Bite***. *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 22 (4d6+8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -***Claw***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 17 (2d8+8) slashing damage. - -***Mace***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (2d6+8) bludgeoning damage plus 21 (6d6) fire damage. - -***Tail***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 24 (3d10+8) bludgeoning damage. - -## Dinosaurs - -### Plesiosaurus - -*Large beast, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 68 (8d10+24) - -**Speed** 20 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 15 (+2) | 16 (+3) | 2 (-4) | 12 (+1) | 5 (-3) | - -**Skills** Perception +3, Stealth +4 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Hold Breath***. The plesiosaurus can hold its breath for 1 hour. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 14 (3d6+4) piercing damage. - -### Triceratops - -*Huge beast, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 95 (10d12+30) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 22 (+6) | 9 (-1) | 17 (+3) | 2 (-4) | 11 (+0) | 5 (-3) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 5 (1,800 XP) - -***Trampling Charge***. If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. - -If the target is prone, the triceratops can make one stomp attack against it as a bonus action. - -###### Actions - -***Gore***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 24 (4d8+6) piercing damage. - -***Stomp***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one prone creature. *Hit:* 22 (3d10+6) bludgeoning damage. - -### Tyrannosaurus Rex - -*Huge beast, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 136 (13d12+52) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 25 (+7) | 10 (+0) | 19 (+4) | 2 (-4) | 12 (+1) | 9 (-1) | - -**Skills** Perception +4 - -**Senses** passive Perception 14 - -**Languages** - - -**Challenge** 8 (3,900 XP) - -###### Actions - -***Multiattack***. The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target. - -***Bite***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 33 (4d12+7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target. - -***Tail***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 20 (3d8+7) bludgeoning damage. - -## Doppelganger - -*Medium monstrosity (shapechanger), neutral* - -**Armor Class** 14 - -**Hit Points** 52 (8d8+16) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 11 (+0) | 18 (+4) | 14 (+2) | 11 (+0) | 12 (+1) | 14 (+2) | - -**Skills** Deception +6, Insight +3 - -**Condition Immunities** charmed - -**Senses** darkvision 60 ft., passive Perception 11 - -**Languages** Common - -**Challenge** 3 (700 XP) - -***Shapechanger***. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -***Ambusher***. The doppelganger has advantage on attack rolls against any creature it has surprised. - -***Surprise Attack***. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. - -###### Actions - -***Multiattack***. The doppelganger makes two melee attacks. - -***Slam***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6+4) bludgeoning damage. - -***Read Thoughts***. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. - -## Dragons, Chromatic - -### Black Dragon - -#### Ancient Black Dragon - -*Gargantuan dragon, chaotic evil* - -**Armor Class** 22 (natural armor) - -**Hit Points** 367 (21d20+147) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 27 (+8) | 14 (+2) | 25 (+7) | 16 (+3) | 15 (+2) | 19 (+4) | - -**Saving Throws** Dex +9, Con +14, Wis +9, Cha +11 - -**Skills** Perception +16, Stealth +9 - -**Damage Immunities** acid - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26 - -**Languages** Common, Draconic - -**Challenge** 21 (33,000 XP) - -***Amphibious***. The dragon can breathe air and water. - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19 (2d10+8) piercing damage plus 9 (2d8) acid damage. - -***Claw***. *Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 15 (2d6+8) slashing damage. - -***Tail***. *Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Acid Breath (Recharge 5-6)***. The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Adult Black Dragon - -*Huge dragon, chaotic evil* - -**Armor Class** 19 (natural armor) - -**Hit Points** 195 (17d12+85) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 23 (+6) | 14 (+2) | 21 (+5) | 14 (+2) | 13 (+1) | 17 (+3) | - -**Saving Throws** Dex +7, Con +10, Wis +6, Cha +8 - -**Skills** Perception +11, Stealth +7 - -**Damage Immunities** acid - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 - -**Languages** Common, Draconic - -**Challenge** 14 (11,500 XP) - -***Amphibious***. The dragon can breathe air and water. - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage plus 4 (1d8) acid damage. - -***Claw***. *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. - -***Tail***. *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8+6) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Acid Breath (Recharge 5-6)***. The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young Black Dragon - -*Large dragon, chaotic evil* - -**Armor Class** 18 (natural armor) - -**Hit Points** 127 (15d10+45) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 14 (+2) | 17 (+3) | 12 (+1) | 11 (+0) | 15 (+2) | - -**Saving Throws** Dex +5, Con +6, Wis +3, Cha +5 - -**Skills** Perception +6, Stealth +5 - -**Damage Immunities** acid - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16 - -**Languages** Common, Draconic - -**Challenge** 7 (2,900 XP) - -***Amphibious***. The dragon can breathe air and water. - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10+4) piercing damage plus 4 (1d8) acid damage. - -***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. - -***Acid Breath (Recharge 5-6)***. The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one. - -#### Black Dragon Wyrmling - -*Medium dragon, chaotic evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 33 (6d8+6) - -**Speed** 30 ft., fly 60 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 15 (+2) | 14 (+2) | 13 (+1) | 10 (+0) | 11 (+0) | 13 (+1) | - -**Saving Throws** Dex +4, Con +3, Wis +2, Cha +3 - -**Skills** Perception +4, Stealth +4 - -**Damage Immunities** acid - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 2 (450 XP) - -***Amphibious***. The dragon can breathe air and water. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10+2) piercing damage plus 2 (1d4) acid damage. - -***Acid Breath (Recharge 5-6)***. The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. - -### Blue Dragon - -#### Ancient Blue Dragon - -*Gargantuan dragon, lawful evil* - -**Armor Class** 22 (natural armor) - -**Hit Points** 481 (26d20+208) - -**Speed** 40 ft., burrow 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 29 (+9) | 10 (+0) | 27 (+8) | 18 (+4) | 17 (+3) | 21 (+5) | - -**Saving Throws** Dex +7, Con +15, Wis +10, Cha +12 - -**Skills** Perception +17, Stealth +7 - -**Damage Immunities** lightning - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 - -**Languages** Common, Draconic - -**Challenge** 23 (50,000 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +16 to hit, reach 15 ft., one target. *Hit:* 20 (2d10+9) piercing damage plus 11 (2d10) lightning damage. - -***Claw***. *Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:* 16 (2d6+9) slashing damage. - -***Tail***. *Melee Weapon Attack:* +16 to hit, reach 20 ft., one target. *Hit:* 18 (2d8+9) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Lightning Breath (Recharge 5-6)***. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Adult Blue Dragon - -*Huge dragon, lawful evil* - -**Armor Class** 19 (natural armor) - -**Hit Points** 225 (18d12+108) - -**Speed** 40 ft., burrow 30 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 25 (+7) | 10 (+0) | 23 (+6) | 16 (+3) | 15 (+2) | 19 (+4) | - -**Saving Throws** Dex +5, Con +11, Wis +7, Cha +9 - -**Skills** Perception +12, Stealth +5 - -**Damage Immunities** lightning - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 - -**Languages** Common, Draconic - -**Challenge** 16 (15,000 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 18 (2d10+7) piercing damage plus 5 (1d10) lightning damage. - -***Claw***. *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 14 (2d6+7) slashing damage. - -***Tail***. *Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. *Hit:* 16 (2d8+7) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Lightning Breath (Recharge 5-6)***. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young Blue Dragon - -*Large dragon, lawful evil* - -**Armor Class** 18 (natural armor) - -**Hit Points** 152 (16d10+64) - -**Speed** 40 ft., burrow 20 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 21 (+5) | 10 (+0) | 19 (+4) | 14 (+2) | 13 (+1) | 17 (+3) | - -**Saving Throws** Dex +4, Con +8, Wis +5, Cha +7 - -**Skills** Perception +9, Stealth +4 - -**Damage Immunities** lightning - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 19 - -**Languages** Common, Draconic - -**Challenge** 9 (5,000 XP) - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 16 (2d10+5) piercing damage plus 5 (1d10) lightning damage. - -***Claw***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 12 (2d6+5) slashing damage. - -***Lightning Breath (Recharge 5-6)***. The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. - -#### Blue Dragon Wyrmling - -*Medium dragon, lawful evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 52 (8d8+16) - -**Speed** 30 ft., burrow 15 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 17 (+3) | 10 (+0) | 15 (+2) | 12 (+1) | 11 (+0) | 15 (+2) | - -**Saving Throws** Dex +2, Con +4, Wis +2, Cha +4 - -**Skills** Perception +4, Stealth +2 - -**Damage Immunities** lightning - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 3 (700 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10+3) piercing damage plus 3 (1d6) lightning damage. - -***Lightning Breath (Recharge 5-6)***. The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. - -### Green Dragon - -#### Ancient Green Dragon - -*Gargantuan dragon, lawful evil* - -**Armor Class** 21 (natural armor) - -**Hit Points** 385 (22d20 + 154) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 27 (+8) | 12 (+1) | 25 (+7) | 20 (+5) | 17 (+3) | 19 (+4) | - -**Saving Throws** Dex +8, Con +14, Wis +10, Cha +11 - -**Skills** Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8 - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 - -**Languages** Common, Draconic - -**Challenge** 22 (41,000 XP) - -***Amphibious***. The dragon can breathe air and water. - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19 (2d10+8) piercing damage plus 10 (3d6) poison damage. - -***Claw***. *Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 22 (4d6+8) slashing damage. - -***Tail***. *Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Poison Breath (Recharge 5-6)***. The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -#### Adult Green Dragon - -*Huge dragon, lawful evil* - -**Armor Class** 19 (natural armor) - -**Hit Points** 207 (18d12+90) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 23 (+6) | 12 (+1) | 21 (+5) | 18 (+4) | 15 (+2) | 17 (+3) | - -**Saving Throws** Dex +6, Con +10, Wis +7, Cha +8 - -**Skills** Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6 - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 - -**Languages** Common, Draconic - -**Challenge** 15 (13,000 XP) - -***Amphibious***. The dragon can breathe air and water. - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage plus 7 (2d6) poison damage. - -***Claw***. *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. - -***Tail***. *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8+6) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Poison Breath (Recharge 5-6)***. The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young Green Dragon - -*Large dragon, lawful evil* - -**Armor Class** 18 (natural armor) - -**Hit Points** 136 (16d10+48) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 12 (+1) | 17 (+3) | 16 (+3) | 13 (+1) | 15 (+2) | - -**Saving Throws** Dex +4, Con +6, Wis +4, Cha +5 - -**Skills** Deception +5, Perception +7, Stealth +4 - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17 - -**Languages** Common, Draconic - -**Challenge** 8 (3,900 XP) - -***Amphibious***. The dragon can breathe air and water. - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10+4) piercing damage plus 7 (2d6) poison damage. - -***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. - -***Poison Breath (Recharge 5-6)***. The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. - -#### Green Dragon Wyrmling - -*Medium dragon, lawful evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 38 (7d8+7) - -**Speed** 30 ft., fly 60 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 15 (+2) | 12 (+1) | 13 (+1) | 14 (+2) | 11 (+0) | 13 (+1) | - -**Saving Throws** Dex +3, Con +3, Wis +2, Cha +3 - -**Skills** Perception +4, Stealth +3 - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 2 (450 XP) - -***Amphibious***. The dragon can breathe air and water. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10+2) piercing damage plus 3 (1d6) poison damage. - -***Poison Breath (Recharge 5-6)***. The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. - -### Red Dragon - -#### Ancient Red Dragon - -*Gargantuan dragon, chaotic evil* - -**Armor Class** 22 (natural armor) - -**Hit Points** 546 (28d20+252) - -**Speed** 40 ft., climb 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|----------|---------|---------|---------|---------|---------| -| 30 (+10) | 10 (+0) | 29 (+9) | 18 (+4) | 15 (+2) | 23 (+6) | - -**Saving Throws** Dex +7, Con +16, Wis +9, Cha +13 - -**Skills** Perception +16, Stealth +7 - -**Damage Immunities** fire - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26 - -**Languages** Common, Draconic - -**Challenge** 24 (62,000 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 21 (2d10+10) piercing damage plus 14 (4d6) fire damage. - -***Claw***. *Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 17 (2d6+10) slashing damage. - -***Tail***. *Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 19 (2d8+10) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Fire Breath (Recharge 5-6)***. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Adult Red Dragon - -*Huge dragon, chaotic evil* - -**Armor Class** 19 (natural armor) - -**Hit Points** 256 (19d12+133) - -**Speed** 40 ft., climb 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 27 (+8) | 10 (+0) | 25 (+7) | 16 (+3) | 13 (+1) | 21 (+5) | - -**Saving Throws** Dex +6, Con +13, Wis +7, Cha +11 - -**Skills** Perception +13, Stealth +6 - -**Damage Immunities** fire - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 23 - -**Languages** Common, Draconic - -**Challenge** 17 (18,000 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 19 (2d10+8) piercing damage plus 7 (2d6) fire damage. - -***Claw***. *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 15 (2d6+8) slashing damage. - -***Tail***. *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Fire Breath (Recharge 5-6)***. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young Red Dragon - -Large dragon, chaotic evil - -**Armor Class** 18 (natural armor) - -**Hit Points** 178 (17d10+85) - -**Speed** 40 ft., climb 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 23 (+6) | 10 (+0) | 21 (+5) | 14 (+2) | 11 (+0) | 19 (+4) | - -**Saving Throws** Dex +4, Con +9, Wis +4, Cha +8 - -**Skills** Perception +8, Stealth +4 - -**Damage Immunities** fire - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 18 - -**Languages** Common, Draconic - -**Challenge** 10 (5,900 XP) - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage plus 3 (1d6) fire damage. - -***Claw***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. - -***Fire Breath (Recharge 5-6)***. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. - -#### Red Dragon Wyrmling - -*Medium dragon, chaotic evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 75 (10d8+30) - -**Speed** 30 ft., climb 30 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 10 (+0) | 17 (+3) | 12 (+1) | 11 (+0) | 15 (+2) | - -**Saving Throws** Dex +2, Con +5, Wis +2, Cha +4 - -**Skills** Perception +4, Stealth +2 - -**Damage Immunities** fire - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 4 (1,100 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10+4) piercing damage plus 3 (1d6) fire damage. - -***Fire Breath (Recharge 5-6)***. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. - -### White Dragon - -#### Ancient White Dragon - -*Gargantuan dragon, chaotic evil* - -**Armor Class** 20 (natural armor) - -**Hit Points** 333 (18d20+144) - -**Speed** 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 26 (+8) | 10 (+0) | 26 (+8) | 10 (+0) | 13 (+1) | 14 (+2) | - -**Saving Throws** Dex +6, Con +14, Wis +7, Cha +8 - -**Skills** Perception +13, Stealth +6 - -**Damage Immunities** cold - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 23 - -**Languages** Common, Draconic - -**Challenge** 20 (25,000 XP) - -***Ice Walk***. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 19 (2d10+8) piercing damage plus 9 (2d8) cold damage. - -***Claw***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (2d6+8) slashing damage. - -***Tail***. *Melee Weapon Attack:* +14 to hit, reach 20 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Cold Breath (Recharge 5-6)***. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Adult White Dragon - -*Huge dragon, chaotic evil* - -**Armor Class** 18 (natural armor) - -**Hit Points** 200 (16d12+96) - -**Speed** 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 22 (+6) | 10 (+0) | 22 (+6) | 8 (-1) | 12 (+1) | 12 (+1) | - -**Saving Throws** Dex +5, Con +11, Wis +6, Cha +6 - -**Skills** Perception +11, Stealth +5 - -**Damage Immunities** cold - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 - -**Languages** Common, Draconic - -**Challenge** 13 (10,000 XP) - -***Ice Walk***. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage plus 4 (1d8) cold damage. - -***Claw***. *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. - -***Tail***. *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8+6) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Cold Breath (Recharge 5-6)***. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young White Dragon - -*Large dragon, chaotic evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 133 (14d10+56) - -**Speed** 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 18 (+4) | 10 (+0) | 18 (+4) | 6 (-2) | 11 (+0) | 12 (+1) | - -**Saving Throws** Dex +3, Con +7, Wis +3, Cha +4 - -**Skills** Perception +6, Stealth +3 - -**Damage Immunities** cold - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16 - -**Languages** Common, Draconic - -**Challenge** 6 (2,300 XP) - -***Ice Walk***. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10+4) piercing damage plus 4 (1d8) cold damage. - -***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. - -***Cold Breath (Recharge 5-6)***. The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. - -#### White Dragon Wyrmling - -*Medium dragon, chaotic evil* - -**Armor Class** 16 (natural armor) - -**Hit Points** 32 (5d8+10) - -**Speed** 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 14 (+2) | 10 (+0) | 14 (+2) | 5 (-3) | 10 (+0) | 11 (+0) | - -**Saving Throws** Dex +2, Con +4, Wis +2, Cha +2 - -**Skills** Perception +4, Stealth +2 - -**Damage Immunities** cold - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 2 (450 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10+2) piercing damage plus 2 (1d4) cold damage. - -***Cold Breath (Recharge 5-6)***. The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one. - -## Dragons, Metallic - -### Brass Dragon - -#### Ancient Brass Dragon - -*Gargantuan dragon, chaotic good* - -**Armor Class** 20 (natural armor) - -**Hit Points** 297 (17d20+119) - -**Speed** 40 ft., burrow 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 27 (+8) | 10 (+0) | 25 (+7) | 16 (+3) | 15 (+2) | 19 (+4) | - -**Saving Throws** Dex +6, Con +13, Wis +8, Cha +10 - -**Skills** History +9, Perception +14, Persuasion +10, Stealth +6 - -**Damage Immunities** fire - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 24 - -**Languages** Common, Draconic - -**Challenge** 20 (25,000 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 19 (2d10+8) piercing damage. - -***Claw***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (2d6+8) slashing damage. - -***Tail***. *Melee Weapon Attack:* +14 to hit, reach 20 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons: - -**Fire Breath**. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. - -**Sleep Breath**. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. - -***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Adult Brass Dragon - -*Huge dragon, chaotic good* - -**Armor Class** 18 (natural armor) - -**Hit Points** 172 (15d12+75) - -**Speed** 40 ft., burrow 30 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 23 (+6) | 10 (+0) | 21 (+5) | 14 (+2) | 13 (+1) | 17 (+3) | - -**Saving Throws** Dex +5, Con +10, Wis +6, Cha +8 - -**Skills** History +7, Perception +11, Persuasion +8, Stealth +5 - -**Damage Immunities** fire - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 - -**Languages** Common, Draconic - -**Challenge** 13 (10,000 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage. - -***Claw***. *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. - -***Tail***. *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8+6) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Fire Breath**. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one. - -**Sleep Breath**. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young Brass Dragon - -*Large dragon, chaotic good* - -**Armor Class** 17 (natural armor) - -**Hit Points** 110 (13d10+39) - -**Speed** 40 ft., burrow 20 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 10 (+0) | 17 (+3) | 12 (+1) | 11 (+0) | 15 (+2) | - -**Saving Throws** Dex +3, Con +6, Wis +3, Cha +5 - -**Skills** Perception +6, Persuasion +5, Stealth +3 - -**Damage Immunities** fire - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16 - -**Languages** Common, Draconic - -**Challenge** 6 (2,300 XP) - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10+4) piercing damage. - -***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Fire Breath**. The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. - -**Sleep Breath**. The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. - -#### Brass Dragon Wyrmling - -*Medium dragon, chaotic good* - -**Armor Class** 16 (natural armor) - -**Hit Points** 16 (3d8+3) - -**Speed** 30 ft., burrow 15 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 15 (+2) | 10 (+0) | 13 (+1) | 10 (+0) | 11 (+0) | 13 (+1) | - -**Saving Throws** Dex +2, Con +3, Wis +2, Cha +3 - -**Skills** Perception +4, Stealth +2 - -**Damage Immunities** fire - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 1 (200 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10+2) piercing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Fire Breath**. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. - -**Sleep Breath**. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. - -### Bronze Dragon - -#### Ancient Bronze Dragon - -*Gargantuan dragon, lawful good* - -**Armor Class** 22 (natural armor) - -**Hit Points** 444 (24d20+192) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 29 (+9) | 10 (+0) | 27 (+8) | 18 (+4) | 17 (+3) | 21 (+5) | - -**Saving Throws** Dex +7, Con +15, Wis +10, Cha +12 - -**Skills** Insight +10, Perception +17, Stealth +7 - -**Damage Immunities** lightning - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 - -**Languages** Common, Draconic - -**Challenge** 22 (41,000 XP) - -***Amphibious***. The dragon can breathe air and water. - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +16 to hit, reach 15 ft., one target. *Hit:* 20 (2d10+9) piercing damage. - -***Claw***. *Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:* 16 (2d6+9) slashing damage. - -***Tail***. *Melee Weapon Attack:* +16 to hit, reach 20 ft., one target. *Hit:* 18 (2d8+9) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Lightning Breath**. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. - -**Repulsion Breath**. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. - -***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Adult Bronze Dragon - -*Huge dragon, lawful good* - -**Armor Class** 19 (natural armor) - -**Hit Points** 212 (17d12+102) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 25 (+7) | 10 (+0) | 23 (+6) | 16 (+3) | 15 (+2) | 19 (+4) | - -**Saving Throws** Dex +5, Con +11, Wis +7, Cha +9 - -**Skills** Insight +7, Perception +12, Stealth +5 - -**Damage Immunities** lightning - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 - -**Languages** Common, Draconic - -**Challenge** 15 (13,000 XP) - -***Amphibious***. The dragon can breathe air and water. - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 18 (2d10+7) piercing damage. - -***Claw***. *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 14 (2d6+7) slashing damage. - -***Tail***. *Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. *Hit:* 16 (2d8+7) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Lightning Breath**. The dragon exhales lightning in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. - -**Repulsion Breath**. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. - -***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young Bronze Dragon - -*Large dragon, lawful good* - -**Armor Class** 18 (natural armor) - -**Hit Points** 142 (15d10+60) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 21 (+5) | 10 (+0) | 19 (+4) | 14 (+2) | 13 (+1) | 17 (+3) | - -**Saving Throws** Dex +3, Con +7, Wis +4, Cha +6 - -**Skills** Insight +4, Perception +7, Stealth +3 - -**Damage Immunities** lightning - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17 - -**Languages** Common, Draconic - -**Challenge** 8 (3,900 XP) - -***Amphibious***. The dragon can breathe air and water. - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 16 (2d10+5) piercing damage. - -***Claw***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 12 (2d6+5) slashing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Lightning Breath**. The dragon exhales lightning in a 60- foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. - -**Repulsion Breath**. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon. - -#### Bronze Dragon Wyrmling - -*Medium dragon, lawful good* - -**Armor Class** 17 (natural armor) - -**Hit Points** 32 (5d8+10) - -**Speed** 30 ft., fly 60 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 17 (+3) | 10 (+0) | 15 (+2) | 12 (+1) | 11 (+0) | 15 (+2) | - -**Saving Throws** Dex +2, Con +4, Wis +2, Cha +4 - -**Skills** Perception +4, Stealth +2 - -**Damage Immunities** lightning - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 2 (450 XP) - -***Amphibious***. The dragon can breathe air and water. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10+3) piercing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Lightning Breath**. The dragon exhales lightning in a 40- foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. - -**Repulsion Breath**. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon. - -### Copper Dragon - -#### Ancient Copper Dragon - -*Gargantuan dragon, chaotic good* - -**Armor Class** 21 (natural armor) - -**Hit Points** 350 (20d20+140) - -**Speed** 40 ft., climb 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 27 (+8) | 12 (+1) | 25 (+7) | 20 (+5) | 17 (+3) | 19 (+4) | - -**Saving Throws** Dex +8, Con +14, Wis +10, Cha +11 - -**Skills** Deception +11, Perception +17, Stealth +8 - -**Damage Immunities** acid - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 - -**Languages** Common, Draconic - -**Challenge** 21 (33,000 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19 (2d10+8) piercing damage. - -***Claw***. *Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 15 (2d6+8) slashing damage. - -***Tail***. *Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Acid Breath**. The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one. - -**Slowing Breath**. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. - -***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Adult Copper Dragon - -*Huge dragon, chaotic good* - -**Armor Class** 18 (natural armor) - -**Hit Points** 184 (16d12+80) - -**Speed** 40 ft., climb 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 23 (+6) | 12 (+1) | 21 (+5) | 18 (+4) | 15 (+2) | 17 (+3) | - -**Saving Throws** Dex +6, Con +10, Wis +7, Cha +8 - -**Skills** Deception +8, Perception +12, Stealth +6 - -**Damage Immunities** acid - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 - -**Languages** Common, Draconic - -**Challenge** 14 (11,500 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage. - -***Claw***. *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. - -***Tail***. *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8+6) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Acid Breath**. The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. - -**Slowing Breath**. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young Copper Dragon - -*Large dragon, chaotic good* - -**Armor Class** 17 (natural armor) - -**Hit Points** 119 (14d10+42) - -**Speed** 40 ft., climb 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 12 (+1) | 17 (+3) | 16 (+3) | 13 (+1) | 15 (+2) | - -**Saving Throws** Dex +4, Con +6, Wis +4, Cha +5 - -**Skills** Deception +5, Perception +7, Stealth +4 - -**Damage Immunities** acid - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17 - -**Languages** Common, Draconic - -**Challenge** 7 (2,900 XP) - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10+4) piercing damage. - -***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Acid Breath**. The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one. - -**Slowing Breath**. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. - -#### Copper Dragon Wyrmling - -*Medium dragon, chaotic good* - -**Armor Class** 16 (natural armor) - -**Hit Points** 22 (4d8+4) - -**Speed** 30 ft., climb 30 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 15 (+2) | 12 (+1) | 13 (+1) | 14 (+2) | 11 (+0) | 13 (+1) | - -**Saving Throws** Dex +3, Con +3, Wis +2, Cha +3 - -**Skills** Perception +4, Stealth +3 - -**Damage Immunities** acid - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 1 (200 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10+2) piercing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Acid Breath**. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. - -**Slowing Breath**. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. - -### Gold Dragon - -#### Ancient Gold Dragon - -*Gargantuan dragon, lawful good* - -**Armor Class** 22 (natural armor) - -**Hit Points** 546 (28d20+252) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|----------|---------|---------|---------|---------|---------| -| 30 (+10) | 14 (+2) | 29 (+9) | 18 (+4) | 17 (+3) | 28 (+9) | - -**Saving Throws** Dex +9, Con +16, Wis +10, Cha +16 - -**Skills** Insight +10, Perception +17, Persuasion +16, Stealth +9 - -**Damage Immunities** fire - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 - -**Languages** Common, Draconic - -**Challenge** 24 (62,000 XP) - -***Amphibious***. The dragon can breathe air and water. - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 21 (2d10+10) piercing damage. - -***Claw***. *Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 17 (2d6+10) slashing damage. - -***Tail***. *Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 19 (2d8+10) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Fire Breath**. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one. - -**Weakening Breath**. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Adult Gold Dragon - -*Huge dragon, lawful good* - -**Armor Class** 19 (natural armor) - -**Hit Points** 256 (19d12+133) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 27 (+8) | 14 (+2) | 25 (+7) | 16 (+3) | 15 (+2) | 24 (+7) | - -**Saving Throws** Dex +8, Con +13, Wis +8, Cha +13 - -**Skills** Insight +8, Perception +14, Persuasion +13, Stealth +8 - -**Damage Immunities** fire - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 24 - -**Languages** Common, Draconic - -**Challenge** 17 (18,000 XP) - -***Amphibious***. The dragon can breathe air and water. - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 19 (2d10+8) piercing damage. - -***Claw***. *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 15 (2d6+8) slashing damage. - -***Tail***. *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Fire Breath**. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. - -**Weakening Breath**. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young Gold Dragon - -*Large dragon, lawful good* - -**Armor Class** 18 (natural armor) - -**Hit Points** 178 (17d10+85) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 23 (+6) | 14 (+2) | 21 (+5) | 16 (+3) | 13 (+1) | 20 (+5) | - -**Saving Throws** Dex +6, Con +9, Wis +5, Cha +9 - -**Skills** Insight +5, Perception +9, Persuasion +9, Stealth +6 - -**Damage Immunities** fire - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 19 - -**Languages** Common, Draconic - -**Challenge** 10 (5,900 XP) - -***Amphibious***. The dragon can breathe air and water. - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage. - -***Claw***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Fire Breath**. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one. - -**Weakening Breath**. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -#### Gold Dragon Wyrmling - -*Medium dragon, lawful good* - -**Armor Class** 17 (natural armor) - -**Hit Points** 60 (8d8+24) - -**Speed** 30 ft., fly 60 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 14 (+2) | 17 (+3) | 14 (+2) | 11 (+0) | 16 (+3) | - -**Saving Throws** Dex +4, Con +5, Wis +2, Cha +5 - -**Skills** Perception +4, Stealth +4 - -**Damage Immunities** fire - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 3 (700 XP) - -***Amphibious***. The dragon can breathe air and water. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10+4) piercing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Fire Breath**. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. - -**Weakening Breath**. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -### Silver Dragon - -#### Ancient Silver Dragon - -*Gargantuan dragon, lawful good* - -**Armor Class** 22 (natural armor) - -**Hit Points** 487 (25d20+225) - -**Speed** 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|----------|---------|---------|---------|---------|---------| -| 30 (+10) | 10 (+0) | 29 (+9) | 18 (+4) | 15 (+2) | 23 (+6) | - -**Saving Throws** Dex +7, Con +16, Wis +9, Cha +13 - -**Skills** Arcana +11, History +11, Perception +16, Stealth +7 - -**Damage Immunities** cold - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26 - -**Languages** Common, Draconic - -**Challenge** 23 (50,000 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 21 (2d10+10) piercing damage. - -***Claw***. *Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 17 (2d6+10) slashing damage. - -***Tail***. *Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 19 (2d8+10) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Cold Breath**. The dragon exhales an icy blast in a 90- foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one. - -**Paralyzing Breath**. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Adult Silver Dragon - -*Huge dragon, lawful good* - -**Armor Class** 19 (natural armor) - -**Hit Points** 243 (18d12+126) - -**Speed** 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 27 (+8) | 10 (+0) | 25 (+7) | 16 (+3) | 13 (+1) | 21 (+5) | - -**Saving Throws** Dex +5, Con +12, Wis +6, Cha +10 - -**Skills** Arcana +8, History +8, Perception +11, Stealth +5 - -**Damage Immunities** cold - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 - -**Languages** Common, Draconic - -**Challenge** 16 (15,000 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 19 (2d10+8) piercing damage. - -***Claw***. *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 15 (2d6+8) slashing damage. - -***Tail***. *Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Cold Breath**. The dragon exhales an icy blast in a 60- foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one. - -**Paralyzing Breath**. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young Silver Dragon - -*Large dragon, lawful good* - -**Armor Class** 18 (natural armor) - -**Hit Points** 168 (16d10+80) - -**Speed** 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 23 (+6) | 10 (+0) | 21 (+5) | 14 (+2) | 11 (+0) | 19 (+4) | - -**Saving Throws** Dex +4, Con +9, Wis +4, Cha +8 - -**Skills** Arcana +6, History +6, Perception +8, Stealth +4 - -**Damage Immunities** cold - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 18 - -**Languages** Common, Draconic - -**Challenge** 9 (5,000 XP) - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage. - -***Claw***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Cold Breath**. The dragon exhales an icy blast in a 30- foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. - -**Paralyzing Breath**. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -#### Silver Dragon Wyrmling - -*Medium dragon, lawful good* - -**Armor Class** 17 (natural armor) - -**Hit Points** 45 (6d8+18) - -**Speed** 30 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 10 (+0) | 17 (+3) | 12 (+1) | 11 (+0) | 15 (+2) | - -**Saving Throws** Dex +2, Con +5, Wis +2, Cha +4 - -**Skills** Perception +4, Stealth +2 - -**Damage Immunities** cold - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 2 (450 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10+4) piercing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Cold Breath**. The dragon exhales an icy blast in a 15- foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. - -**Paralyzing Breath**. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -## Dragon Turtle - -*Gargantuan dragon, neutral* - -**Armor Class** 20 (natural armor) - -**Hit Points** 341 (22d20+110) - -**Speed** 20 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 25 (+7) | 10 (+0) | 20 (+5) | 10 (+0) | 12 (+1) | 12 (+1) | - -**Saving Throws** Dex +6, Con +11, Wis +7 - -**Damage Resistances** fire - -**Senses** darkvision 120 ft., passive Perception 11 - -**Languages** Aquan, Draconic - -**Challenge** 17 (18,000 XP) - -***Amphibious***. The dragon turtle can breathe air and water. - -###### Actions - -***Multiattack***. The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks. - -***Bite***. *Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 26 (3d12+7) piercing damage. - -***Claw***. *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 16 (2d8+7) slashing damage. - -***Tail***. *Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 26 (3d12+7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone. - -***Steam Breath (Recharge 5-6)***. The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. - -## Drider - -*Large monstrosity, chaotic evil* - -**Armor Class** 19 (natural armor) - -**Hit Points** 123 (13d10+52) - -**Speed** 30 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 16 (+3) | 18 (+4) | 13 (+1) | 14 (+2) | 12 (+1) | - -**Skills** Perception +5, Stealth +9 - -**Senses** darkvision 120 ft., passive Perception 15 - -**Languages** Elvish, Undercommon - -**Challenge** 6 (2,300 XP) - -***Fey Ancestry***. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep. - -***Innate Spellcasting***. The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material Components - -At will: *dancing lights* - -1/day each: *darkness*, *faerie fire* - -***Spider Climb***. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -***Sunlight Sensitivity***. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - -***Web Walker***. The drider ignores movement restrictions caused by webbing. - -###### Actions - -***Multiattack***. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack. - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 2 (1d4) piercing damage plus 9 (2d8) poison damage. - -***Longsword***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands. - -***Longbow***. *Ranged Weapon Attack:* +6 to hit, range 150/600 ft., one target. *Hit:* 7 (1d8+3) piercing damage plus 4 (1d8) poison damage. - -## Dryad - -*Medium fey, neutral* - -**Armor Class** 11 (16 with *barkskin*) - -**Hit Points** 22 (5d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 12 (+1) | 11 (+0) | 14 (+2) | 15 (+2) | 18 (+4) | - -**Skills** Perception +4, Stealth +5 - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** Elvish, Sylvan - -**Challenge** 1 (200 XP) - -***Innate Spellcasting***. The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material Components - -At will: *druidcraft* - -3/day each: *entangle*, *goodberry* - -1/day each: *barkskin*, *pass without trace*, *shillelagh* - -***Magic Resistance***. The dryad has advantage on saving throws against spells and other magical effects. - -***Speak with Beasts and Plants***. The dryad can communicate with beasts and plants as if they shared a language. - -***Tree Stride***. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. - -###### Actions - -***Club***. *Melee Weapon Attack:* +2 to hit (+6 to hit with *shillelagh*), reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage, or 8 (1d8+4) bludgeoning damage with *shillelagh*. - -***Fey Charm***. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can. - -Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours. - -The dryad can have no more than one humanoid and up to three beasts charmed at a time. - -## Duergar - -*Medium humanoid (dwarf), lawful evil* - -**Armor Class** 16 (scale mail, shield) - -**Hit Points** 26 (4d8+8) - -**Speed** 25 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|--------| -| 14 (+2) | 11 (+0) | 14 (+2) | 11 (+0) | 10 (+0) | 9 (-1) | - -**Damage Resistances** poison - -**Senses** darkvision 120 ft., passive Perception 10 - -**Languages** Dwarvish, Undercommon - -**Challenge** 1 (200 XP) - -***Duergar Resilience***. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. - -***Sunlight Sensitivity***. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Enlarge (Recharges after a Short or Long Rest)***. For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. - -***War Pick***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) piercing damage, or 11 (2d8+2) piercing damage while enlarged. - -***Javelin***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 5 (1d6+2) piercing damage, or 9 (2d6+2) piercing damage while enlarged. - -***Invisibility (Recharges after a Short or Long Rest)***. The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. \ No newline at end of file diff --git a/Documents/Monsters/Monsters E.md b/Documents/Monsters/Monsters E.md deleted file mode 100644 index 3b056e9..0000000 --- a/Documents/Monsters/Monsters E.md +++ /dev/null @@ -1,267 +0,0 @@ -# Monsters (E) - -## Elementals - -### Air Elemental - -*Large elemental, neutral* - -**Armor Class** 15 - -**Hit Points** 90 (12d10+24) - -**Speed** 0 ft., fly 90 ft. (hover) - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 14 (+2) | 20 (+5) | 14 (+2) | 6 (-2) | 10 (+0) | 6 (-2) | - -**Damage Resistances** lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** poison - -**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Auran - -**Challenge** 5 (1,800 XP) - -***Air Form***. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. - -###### Actions - -***Multiattack***. The elemental makes two slam attacks. - -***Slam***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) bludgeoning damage. - -***Whirlwind (Recharge 4-6)***. Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8+2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. - -If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. - -### Earth Elemental - -*Large elemental, neutral* - -**Armor Class** 17 (natural armor) - -**Hit Points** 126 (12d10+60) - -**Speed** 30 ft., burrow 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 20 (+5) | 8 (-1) | 20 (+5) | 5 (-3) | 10 (+0) | 5 (-3) | - -**Damage Vulnerabilities** thunder - -**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** poison - -**Condition Immunities** exhaustion, paralyzed, petrified, poisoned, unconscious - -**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 10 - -**Languages** Terran - -**Challenge** 5 (1,800 XP) - -***Earth Glide***. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. - -***Siege Monster***. The elemental deals double damage to objects and structures. - -###### Actions - -***Multiattack***. The elemental makes two slam attacks. - -***Slam***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 14 (2d8+5) bludgeoning damage. - -### Fire Elemental - -*Large elemental, neutral* - -**Armor Class** 13 - -**Hit Points** 102 (12d10+36) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 10 (+0) | 17 (+3) | 16 (+3) | 6 (-2) | 10 (+0) | 7 (-2) | - -**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** fire, poison - -**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Ignan - -**Challenge** 5 (1,800 XP) - -***Fire Form***. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. - -***Illumination***. The elemental sheds bright light in a 30- foot radius and dim light in an additional 30 feet. - -***Water Susceptibility***. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. - -###### Actions - -***Multiattack***. The elemental makes two touch attacks. - -***Touch***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. - -### Water Elemental - -*Large elemental, neutral* - -**Armor Class** 14 (natural armor) - -**Hit Points** 114 (12d10+48) - -**Speed** 30 ft., swim 90 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 14 (+2) | 18 (+4) | 5 (-3) | 10 (+0) | 8 (-1) | - -**Damage Resistances** acid; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** poison - -**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Aquan - -**Challenge** 5 (1,800 XP) - -***Water Form***. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. - -***Freeze***. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. - -###### Actions - -***Multiattack***. The elemental makes two slam attacks. - -***Slam***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage. - -***Whelm (Recharge 4-6)***. Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8+4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. - -The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8+4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding. - -## Elf, Drow - -*Medium humanoid (elf), neutral evil* - -**Armor Class** 15 (chain shirt) - -**Hit Points** 13 (3d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 14 (+2) | 10 (+0) | 11 (+0) | 11 (+0) | 12 (+1) | - -**Skills** Perception +2, Stealth +4 - -**Senses** darkvision 120 ft., passive Perception 12 - -**Languages** Elvish, Undercommon - -**Challenge** 1/4 (50 XP) - -***Fey Ancestry***. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. - -***Innate Spellcasting***. The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material Components - -At will: *dancing lights* - -1/day each: *darkness*, *faerie fire* - -***Sunlight Sensitivity***. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Shortsword***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -***Hand Crossbow***. *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 5 (1d6+2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. - -## Ettercap - -*Medium monstrosity, neutral evil* - -**Armor Class** 13 (natural armor) - -**Hit Points** 44 (8d8+8) - -**Speed** 30 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 14 (+2) | 15 (+2) | 13 (+1) | 7 (-2) | 12 (+1) | 8 (-1) | - -**Skills** Perception +3, Stealth +4, Survival +3 - -**Senses** darkvision 60 ft., passive Perception 13 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Spider Climb***. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -***Web Sense***. While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web. - -***Web Walker***. The ettercap ignores movement restrictions caused by webbing. - -###### Actions - -***Multiattack***. The ettercap makes two attacks: one with its bite and one with its claws. - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 6 (1d8+2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) slashing damage. - -***Web (Recharge 5-6)***. *Ranged Weapon Attack:* +4 to hit, range 30/60 ft., one Large or smaller creature. *Hit:* The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage. - -## Ettin - -*Large giant, chaotic evil* - -**Armor Class** 12 (natural armor) - -**Hit Points** 85 (10d10+30) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 21 (+5) | 8 (-1) | 17 (+3) | 6 (-2) | 10 (+0) | 8 (-1) | - -**Skills** Perception +4 - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** Giant, Orc - -**Challenge** 4 (1,100 XP) - -***Two Heads***. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. - -***Wakeful***. When one of the ettin's heads is asleep, its other head is awake. - -###### Actions - -***Multiattack***. The ettin makes two attacks: one with its battleaxe and one with its morningstar. - -***Battleaxe***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) slashing damage. - -***Morningstar***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Monsters F.md b/Documents/Monsters/Monsters F.md deleted file mode 100644 index 73fd99a..0000000 --- a/Documents/Monsters/Monsters F.md +++ /dev/null @@ -1,61 +0,0 @@ -# Monsters (F) - -## Fungi - -### Shrieker - -*Medium plant, unaligned* - -**Armor Class** 5 - -**Hit Points** 13 (3d8) - -**Speed** 0 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|--------|---------|--------|--------|--------| -| 1 (-5) | 1 (-5) | 10 (+0) | 1 (-5) | 3 (-4) | 1 (-5) | - -**Condition Immunities** blinded, deafened, frightened - -**Senses** blindsight 30 ft. (blind beyond this radius), passive Perception 6 - -**Languages** - - -**Challenge** 0 (10 XP) - -***False Appearance***. While the shrieker remains motionless, it is indistinguishable from an ordinary fungus. - -###### Reactions - -***Shriek***. When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward. - -### Violet Fungus - -*Medium plant, unaligned* - -**Armor Class** 5 - -**Hit Points** 18 (4d8) - -**Speed** 5 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|--------|---------|--------|--------|--------| -| 3 (-4) | 1 (-5) | 10 (+0) | 1 (-5) | 3 (-4) | 1 (-5) | - -**Condition Immunities** blinded, deafened, frightened - -**Senses** blindsight 30 ft. (blind beyond this radius), passive Perception 6 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***False Appearance***. While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus. - -###### Actions - -***Multiattack***. The fungus makes 1d4 Rotting Touch attacks. - -***Rotting Touch***. *Melee Weapon Attack:* +2 to hit, reach 10 ft., one creature. *Hit:* 4 (1d8) necrotic damage. \ No newline at end of file diff --git a/Documents/Monsters/Monsters G.md b/Documents/Monsters/Monsters G.md deleted file mode 100644 index 3c73b9c..0000000 --- a/Documents/Monsters/Monsters G.md +++ /dev/null @@ -1,893 +0,0 @@ -# Monsters (G) - -## Gargoyle - -*Medium elemental, chaotic evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 52 (7d8+21) - -**Speed** 30 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 11 (+0) | 16 (+3) | 6 (-2) | 11 (+0) | 7 (-2) | - -**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine - -**Damage Immunities** poison - -**Condition Immunities** exhaustion, petrified, poisoned - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Terran - -**Challenge** 2 (450 XP) - -***False Appearance***. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. - -###### Actions - -***Multiattack***. The gargoyle makes two attacks: one with its bite and one with its claws. - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) slashing damage. - -## Genies - -### Djinni - -*Large elemental, chaotic good* - -**Armor Class** 17 (natural armor) - -**Hit Points** 161 (14d10+84) - -**Speed** 30 ft., fly 90 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 21 (+5) | 15 (+2) | 22 (+6) | 15 (+2) | 16 (+3) | 20 (+5) | - -**Saving Throws** Dex +6, Wis +7, Cha +9 - -**Damage Immunities** lightning, thunder - -**Senses** darkvision 120 ft., passive Perception 13 - -**Languages** Auran - -**Challenge** 11 (7,200 XP) - -***Elemental Demise***. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying. - -***Innate Spellcasting***. The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material Components - -At will: *detect evil and good*, *detect magic*, *thunderwave* - -3/day each: *create food and water* (can create wine instead of water), *tongues*, *wind walk* - -1/day each: *conjure elemental* (air elemental only), *creation*, *gaseous form*, *invisibility*, *major image*, *plane shift* - -###### Actions - -***Multiattack***. The djinni makes three scimitar attacks. - -***Scimitar***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 12 (2d6+5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice). - -***Create Whirlwind***. A 5-foot radius, 30-foot tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. - -A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind. - -### Efreeti - -*Large elemental, lawful evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 200 (16d10+112) - -**Speed** 40 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 22 (+6) | 12 (+1) | 24 (+7) | 16 (+3) | 15 (+2) | 16 (+3) | - -**Saving Throws** Int +7, Wis +6, Cha +7 - -**Damage Immunities** fire - -**Senses** darkvision 120 ft., passive Perception 12 - -**Languages** Ignan - -**Challenge** 11 (7,200 XP) - -***Elemental Demise***. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying. - -***Innate Spellcasting***. The efreeti's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material Components - -At will: *detect magic* - -3/day each: *enlarge/reduce*, *tongues* - -1/day each: *conjure elemental* (fire elemental only), *gaseous form*, *invisibility*, *major image*, *plane shift*, *wall of fire* - -###### Actions - -***Multiattack***. The efreeti makes two scimitar attacks or uses its Hurl Flame twice. - -***Scimitar***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage plus 7 (2d6) fire damage. - -***Hurl Flame***. *Ranged Spell Attack:* +7 to hit, range 120 ft., one target. *Hit:* 17 (5d6) fire damage. - -## Ghost - -*Medium undead, any alignment* - -**Armor Class** 11 - -**Hit Points** 45 (10d8) - -**Speed** 0 ft., fly 40 ft. (hover) - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 7 (-2) | 13 (+1) | 10 (+0) | 10 (+0) | 12 (+1) | 17 (+3) | - -**Damage Resistances** acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** cold, necrotic, poison - -**Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained - -**Senses** darkvision 60 ft., passive Perception 11 - -**Languages** any languages it knew in life - -**Challenge** 4 (1,100 XP) - -***Ethereal Sight***. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. - -***Incorporeal Movement***. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. - -###### Actions - -***Withering Touch***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 17 (4d6+3) necrotic damage. - -***Etherealness***. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. - -***Horrifying Visage***. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a *greater restoration* spell, but only within 24 hours of it occurring. - -***Possession (Recharge 6)***. One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. - -The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the *dispel evil and good* spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. - -## Ghouls - -### Ghast - -*Medium undead, chaotic evil* - -**Armor Class** 13 - -**Hit Points** 36 (8d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|--------| -| 16 (+3) | 17 (+3) | 10 (+0) | 11 (+0) | 10 (+0) | 8 (-1) | - -**Damage Resistances** necrotic - -**Damage Immunities** poison - -**Condition Immunities** charmed, exhaustion, poisoned - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Common - -**Challenge** 2 (450 XP) - -***Stench***. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours. - -***Turning Defiance***. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 12 (2d8+3) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -### Ghoul - -*Medium undead, chaotic evil* - -**Armor Class** 12 - -**Hit Points** 22 (5d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 13 (+1) | 15 (+2) | 10 (+0) | 7 (-2) | 10 (+0) | 6 (-2) | - -**Damage Immunities** poison - -**Condition Immunities** charmed, exhaustion, poisoned - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Common - -**Challenge** 1 (200 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 9 (2d6+2) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -## Giants - -### Cloud Giant - -*Huge giant, neutral good (50%) or neutral evil (50%)* - -**Armor Class** 14 (natural armor) - -**Hit Points** 200 (16d12+96) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 27 (+8) | 10 (+0) | 22 (+6) | 12 (+1) | 16 (+3) | 16 (+3) | - -**Saving Throws** Con +10, Wis +7, Cha +7 - -**Skills** Insight +7, Perception +7 - -**Senses** passive Perception 17 - -**Languages** Common, Giant - -**Challenge** 9 (5,000 XP) - -***Keen Smell***. The giant has advantage on Wisdom (Perception) checks that rely on smell. - -***Innate Spellcasting***. The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material Components - -At will: *detect magic*, *fog cloud*, *light* - -3/day each: *feather fall*, *fly*, *misty step*, *telekinesis* - -1/day each: *control weather*, *gaseous form* - -###### Actions - -***Multiattack***. The giant makes two morningstar attacks. - -***Morningstar***. *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 21 (3d8+8) piercing damage. - -***Rock***. *Ranged Weapon Attack:* +12 to hit, range 60/240 ft., one target. *Hit:* 30 (4d10+8) bludgeoning damage. - -### Fire Giant - -*Huge giant, lawful evil* - -**Armor Class** 18 (plate) - -**Hit Points** 162 (13d12+78) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|---------|---------|---------| -| 25 (+7) | 9 (-1) | 23 (+6) | 10 (+0) | 14 (+2) | 13 (+1) | - -**Saving Throws** Dex +3, Con +10, Cha +5 - -**Skills** Athletics +11, Perception +6 - -**Damage Immunities** fire - -**Senses** passive Perception 16 - -**Languages** Giant - -**Challenge** 9 (5,000 XP) - -###### Actions - -***Multiattack***. The giant makes two greatsword attacks. - -***Greatsword***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 28 (6d6+7) slashing damage. - -***Rock***. *Ranged Weapon Attack:* +11 to hit, range 60/240 ft., one target. *Hit:* 29 (4d10+7) bludgeoning damage. - -### Frost Giant - -*Huge giant, neutral evil* - -**Armor Class** 15 (patchwork armor) - -**Hit Points** 138 (12d12+60) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|---------| -| 23 (+6) | 9 (-1) | 21 (+5) | 9 (-1) | 10 (+0) | 12 (+1) | - -**Saving Throws** Con +8, Wis +3, Cha +4 - -**Skills** Athletics +9, Perception +3 - -**Damage Immunities** cold - -**Senses** passive Perception 13 - -**Languages** Giant - -**Challenge** 8 (3,900 XP) - -###### Actions - -***Multiattack***. The giant makes two greataxe attacks. - -***Greataxe***. *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 25 (3d12+6) slashing damage. - -***Rock***. *Ranged Weapon Attack:* +9 to hit, range 60/240 ft., one target. *Hit:* 28 (4d10+6) bludgeoning damage. - -### Hill Giant - -*Huge giant, chaotic evil* - -**Armor Class** 13 (natural armor) - -**Hit Points** 105 (10d12+40) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 21 (+5) | 8 (-1) | 19 (+4) | 5 (-3) | 9 (-1) | 6 (-2) | - -**Skills** Perception +2 - -**Senses** passive Perception 12 - -**Languages** Giant - -**Challenge** 5 (1,800 XP) - -###### Actions - -***Multiattack***. The giant makes two greatclub attacks. - -***Greatclub***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 18 (3d8+5) bludgeoning damage. - -***Rock***. *Ranged Weapon Attack:* +8 to hit, range 60/240 ft., one target. *Hit:* 21 (3d10+5) bludgeoning damage. - -### Stone Giant - -*Huge giant, neutral* - -**Armor Class** 17 (natural armor) - -**Hit Points** 126 (11d12+55) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|--------| -| 23 (+6) | 15 (+2) | 20 (+5) | 10 (+0) | 12 (+1) | 9 (-1) | - -**Saving Throws** Dex +5, Con +8, Wis +4 - -**Skills** Athletics +12, Perception +4 - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** Giant - -**Challenge** 7 (2,900 XP) - -***Stone Camouflage.*** The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - -###### Actions - -***Multiattack***. The giant makes two greatclub attacks. - -***Greatclub***. *Melee Weapon Attack:* +9 to hit, reach 15 ft., one target. *Hit:* 19 (3d8+6) bludgeoning damage. - -***Rock***. *Ranged Weapon Attack:* +9 to hit, range 60/240 ft., one target. *Hit:* 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. - -###### Reactions - -***Rock Catching***. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. - -### Storm Giant - -*Huge giant, chaotic good* - -**Armor Class** 16 (scale mail) - -**Hit Points** 230 (20d12+100) - -**Speed** 50 ft., swim 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 29 (+9) | 14 (+2) | 20 (+5) | 16 (+3) | 18 (+4) | 18 (+4) | - -**Saving Throws** Str +14, Con +10, Wis +9, Cha +9 - -**Skills** Arcana +8, Athletics +14, History +8, Perception +9 - -**Damage Resistances** cold - -**Damage Immunities** lightning, thunder - -**Senses** passive Perception 19 - -**Languages** Common, Giant - -**Challenge** 13 (10,000 XP) - -***Amphibious***. The giant can breathe air and water. - -***Innate Spellcasting***. The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components - -At will: *detect magic*, *feather fall*, *levitate*, *light* - -3/day each: *control weather*, *water breathing* - -###### Actions - -***Multiattack***. The giant makes two greatsword attacks. - -***Greatsword***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 30 (6d6+9) slashing damage. - -***Rock***. *Ranged Weapon Attack:* +14 to hit, range 60/240 ft., one target. *Hit:* 35 (4d12+9) bludgeoning damage. - -***Lightning Strike (Recharge 5-6)***. The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. - -## Gibbering Mouther - -*Medium aberration, neutral* - -**Armor Class** 9 - -**Hit Points** 67 (9d8+27) - -**Speed** 10 ft., swim 10 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 10 (+0) | 8 (-1) | 16 (+3) | 3 (-4) | 10 (+0) | 6 (-2) | - -**Condition Immunities** prone - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Aberrant Ground***. The ground in a 10-foot radius around the mouther is dough-like difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn. - -***Gibbering***. The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. - -###### Actions - -***Multiattack***. The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle. - -***Bites***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther. - -***Blinding Spittle (Recharge 5-6)***. The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn. - -## Gnoll - -*Medium humanoid (gnoll), chaotic evil* - -**Armor Class** 15 (hide armor, shield) - -**Hit Points** 22 (5d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 14 (+2) | 12 (+1) | 11 (+0) | 6 (-2) | 10 (+0) | 7 (-2) | - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Gnoll - -**Challenge** 1/2 (100 XP) - -***Rampage***. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4+2) piercing damage. - -***Spear***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack. - -***Longbow***. *Ranged Weapon Attack:* +3 to hit, range 150/600 ft., one target. *Hit:* 5 (1d8+1) piercing damage. - -## Gnome, Deep (Svirfneblin) - -*Small humanoid (gnome), neutral good* - -**Armor Class** 15 (chain shirt) - -**Hit Points** 16 (3d6+6) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|--------| -| 15 (+2) | 14 (+2) | 14 (+2) | 12 (+1) | 10 (+0) | 9 (-1) | - -**Skills** Investigation +3, Perception +2, Stealth +4 - -**Senses** darkvision 120 ft., passive Perception 12 - -**Languages** Gnomish, Terran, Undercommon - -**Challenge** 1/2 (100 XP) - -***Stone Camouflage***. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - -***Gnome Cunning***. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. - -***Innate Spellcasting***. The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material Components - -At will: *nondetection* (self only) - -1/day each: *blindness/deafness*, *blur*, *disguise self* - -###### Actions - -***War Pick***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) piercing damage. - -***Poisoned Dart***. *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one creature. *Hit:* 4 (1d4+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -## Goblin - -*Small humanoid (goblinoid), neutral evil* - -**Armor Class** 15 (leather armor, shield) - -**Hit Points** 7 (2d6) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|--------|--------| -| 8 (-1) | 14 (+2) | 10 (+0) | 10 (+0) | 8 (-1) | 8 (-1) | - -**Skills** Stealth +6 - -**Senses** darkvision 60 ft., passive Perception 9 - -**Languages** Common, Goblin - -**Challenge** 1/4 (50 XP) - -***Nimble Escape***. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. - -###### Actions - -***Scimitar***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) slashing damage. - -***Shortbow***. *Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -## Golems - -### Clay Golem - -*Large construct, unaligned* - -**Armor Class** 14 (natural armor) - -**Hit Points** 133 (14d10+56) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 20 (+5) | 9 (-1) | 18 (+4) | 3 (-4) | 8 (-1) | 1 (-5) | - -**Damage Immunities** acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine - -**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned - -**Senses** darkvision 60 ft., passive Perception 9 - -**Languages** understands the languages of its creator but can't speak - -**Challenge** 9 (5,000 XP) - -***Acid Absorption***. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt. - -***Berserk***. Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. - -***Immutable Form***. The golem is immune to any spell or effect that would alter its form. - -***Magic Resistance***. The golem has advantage on saving throws against spells and other magical effects. - -***Magic Weapons***. The golem's weapon attacks are magical. - -###### Actions - -***Multiattack***. The golem makes two slam attacks. - -***Slam***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 16 (2d10+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the *greater restoration* spell or other magic. - -***Haste (Recharge 5-6)***. Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action. - -### Flesh Golem - -*Medium construct, neutral* - -**Armor Class** 9 - -**Hit Points** 93 (11d8+44) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 19 (+4) | 9 (-1) | 18 (+4) | 6 (-2) | 10 (+0) | 5 (-3) | - -**Damage Immunities** lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine - -**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** understands the languages of its creator but can't speak - -**Challenge** 5 (1,800 XP) - -***Berserk***. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. - -The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again. - -***Aversion of Fire***. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. - -***Immutable Form***. The golem is immune to any spell or effect that would alter its form. - -***Lightning Absorption***. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. - -***Magic Resistance***. The golem has advantage on saving throws against spells and other magical effects. - -***Magic Weapons***. The golem's weapon attacks are magical. - -###### Actions - -***Multiattack***. The golem makes two slam attacks. - -***Slam***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage. - -### Iron Golem - -*Large construct, unaligned* - -**Armor Class** 20 (natural armor) - -**Hit Points** 210 (20d10+100) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 24 (+7) | 9 (-1) | 20 (+5) | 3 (-4) | 11 (+0) | 1 (-5) | - -**Damage Immunities** fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine - -**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned - -**Senses** darkvision 120 ft., passive Perception 10 - -**Languages** understands the languages of its creator but can't speak - -**Challenge** 16 (15,000 XP) - -***Fire Absorption***. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. - -***Immutable Form***. The golem is immune to any spell or effect that would alter its form. - -***Magic Resistance***. The golem has advantage on saving throws against spells and other magical effects. - -***Magic Weapons***. The golem's weapon attacks are magical. - -###### Actions - -***Multiattack***. The golem makes two melee attacks. - -***Slam***. *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 20 (3d8+7) bludgeoning damage. - -***Sword***. *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 23 (3d10+7) slashing damage. - -***Poison Breath (Recharge 6)***. The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. - -### Stone Golem - -*Large construct, unaligned* - -**Armor Class** 17 (natural armor) - -**Hit Points** 178 (17d10+85) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 22 (+6) | 9 (-1) | 20 (+5) | 3 (-4) | 11 (+0) | 1 (-5) | - -**Damage Immunities** poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine - -**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned - -**Senses** darkvision 120 ft., passive Perception 10 - -**Languages** understands the languages of its creator but can't speak - -**Challenge** 10 (5,900 XP) - -***Immutable Form***. The golem is immune to any spell or effect that would alter its form. - -***Magic Resistance***. The golem has advantage on saving throws against spells and other magical effects. - -***Magic Weapons***. The golem's weapon attacks are magical. - -###### Actions - -***Multiattack***. The golem makes two slam attacks. - -***Slam***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 19 (3d8+6) bludgeoning damage. - -***Slow (Recharge 5-6)***. The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -## Gorgon - -*Large monstrosity, unaligned* - -**Armor Class** 19 (natural armor) - -**Hit Points** 114 (12d10+48) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 20 (+5) | 11 (+0) | 18 (+4) | 2 (-4) | 12 (+1) | 7 (-2) | - -**Skills** Perception +4 - -**Condition Immunities** petrified - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** - - -**Challenge** 5 (1,800 XP) - -***Trampling Charge***. If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action. - -###### Actions - -***Gore***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 18 (2d12+5) piercing damage. - -***Hooves***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 16 (2d10+5) bludgeoning damage. - -***Petrifying Breath (Recharge 5-6)***. The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the *greater restoration* spell or other magic. - -## Grick - -*Medium monstrosity, neutral* - -**Armor Class** 14 (natural armor) - -**Hit Points** 27 (6d8) - -**Speed** 30 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 14 (+2) | 14 (+2) | 11 (+0) | 3 (-4) | 14 (+2) | 5 (-3) | - -**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks - -**Senses** darkvision 60 ft., passive Perception 12 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Stone Camouflage***. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - -###### Actions - -***Multiattack***. The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target. - -***Tentacles***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6+2) slashing damage. - -***Beak***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -## Griffon - -*Large monstrosity, unaligned* - -**Armor Class** 12 - -**Hit Points** 59 (7d10+21) - -**Speed** 30 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 15 (+2) | 16 (+3) | 2 (-4) | 13 (+1) | 8 (-1) | - -**Skills** Perception +5 - -**Senses** darkvision 60 ft., passive Perception 15 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Keen Sight***. The griffon has advantage on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Multiattack***. The griffon makes two attacks: one with its beak and one with its claws. - -***Beak***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8+4) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. - -## Grimlock - -*Medium humanoid (grimlock), neutral evil* - -**Armor Class** 11 - -**Hit Points** 11 (2d8+2) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 16 (+3) | 12 (+1) | 12 (+1) | 9 (-1) | 8 (-1) | 6 (-2) | - -**Skills** Athletics +5, Perception +3, Stealth +3 - -**Condition Immunities** blinded - -**Senses** blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 13 - -**Languages** Undercommon - -**Challenge** 1/4 (50 XP) - -***Blind Senses***. The grimlock can't use its blindsight while deafened and unable to smell. - -***Keen Hearing and Smell***. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -***Stone Camouflage***. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - -###### Actions - -***Spiked Bone Club***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4+3) bludgeoning damage plus 2 (1d4) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Monsters H.md b/Documents/Monsters/Monsters H.md deleted file mode 100644 index 6ea04fa..0000000 --- a/Documents/Monsters/Monsters H.md +++ /dev/null @@ -1,391 +0,0 @@ -# Monsters (H) - -## Hags - -### Green Hag - -*Medium fey, neutral evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 82 (11d8+33) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 12 (+1) | 16 (+3) | 13 (+1) | 14 (+2) | 14 (+2) | - -**Skills** Arcana +3, Deception +4, Perception +4, Stealth +3 - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** Common, Draconic, Sylvan - -**Challenge** 3 (700 XP) - -***Amphibious***. The hag can breathe air and water. - -***Innate Spellcasting***. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material Components - -At will: *dancing lights*, *minor illusion*, *vicious mockery* - -***Mimicry***. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. - -###### Actions - -***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage. - -***Illusory Appearance***. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. - -The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised. - -***Invisible Passage***. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her. - -### Night Hag - -*Medium fiend, neutral evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 112 (15d8+45) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 15 (+2) | 16 (+3) | 16 (+3) | 14 (+2) | 16 (+3) | - -**Skills** Deception +7, Insight +6, Perception +6, Stealth +6 - -**Damage Resistances** cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -**Condition Immunities** charmed - -**Senses** darkvision 120 ft., passive Perception 16 - -**Languages** Abyssal, Common, Infernal, Primordial - -**Challenge** 5 (1,800 XP) - -***Innate Spellcasting***. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material Components - -At will: *detect magic*, *magic missile* - -2/day each: *plane shift* (self only), *ray of enfeeblement*, *sleep* - -***Magic Resistance***. The hag has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Claws (Hag Form Only)***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage. - -***Change Shape***. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. - -***Etherealness***. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a *heartstone* in her possession. - -***Nightmare Haunting (1/Day)***. While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A *protection from evil and good* spell cast on the target prevents this contact, as does a *magic circle*. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's *soul bag*. The reduction to the target's hit point maximum lasts until removed by the *greater restoration* spell or similar magic. - -### Sea Hag - -*Medium fey, chaotic evil* - -**Armor Class** 14 (natural armor) - -**Hit Points** 52 (7d8+21) - -**Speed** 30 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 13 (+1) | 16 (+3) | 12 (+1) | 12 (+1) | 13 (+1) | - -**Senses** darkvision 60 ft., passive Perception 11 - -**Languages** Aquan, Common, Giant - -**Challenge** 2 (450 XP) - -***Amphibious***. The hag can breathe air and water. - -***Horrific Appearance***. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. - -Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag. - -###### Actions - -***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage. - -***Death Glare***. The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points. - -***Illusory Appearance***. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. - -The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised. - -## Half-Dragon Template - -A beast, humanoid, giant, or monstrosity can become a half-dragon. It keeps its statistics, except as follows. - -***Challenge***. To avoid recalculating the creature's challenge rating, apply the template only to a creature that meets the optional prerequisite in the Breath Weapon table below. Otherwise, recalculate the rating after you apply the template. - -**Senses**. The half-dragon gains blindsight with a radius of 10 feet and darkvision with a radius of 60 feet. - -***Resistances***. The half-dragon gains resistance to a type of damage based on its color. - -**Table- 114** - Monsters: Half-Dragon Template (Damage Resistance) - -| Color | Damage Resistance | -|---------------------|-------------------| -| Black or copper | Acid | -| Blue or bronze | Lightning | -| Brass, gold, or red | Fire | -| Green | Poison | -| Silver or white | Cold | -| | | - -**Languages**. The half-dragon speaks Draconic in addition to any other languages it knows. - -***New Action: Breath Weapon***. The half-dragon has the breath weapon of its dragon half. The half- dragon's size determines how this action functions. - -**Table- 115** - Monsters: Half-Dragon Template (Size) - -| Size | Breath Weapon | Optional Prerequisite | -|------------------|--------------------|-----------------------| -| Large or smaller | As a wyrmling | Challenge 2 or higher | -| Huge | As a young dragon | Challenge 7 or higher | -| Gargantuan | As an adult dragon | Challenge 8 or higher | -| | | | - -### Half-Red Dragon Veteran - -*Medium humanoid (human), any alignment* - -**Armor Class** 18 (plate) - -**Hit Points** 65 (10d8+20) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) | - -**Skills** Athletics +5, Perception +2 - -**Damage Resistances** fire - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 12 - -**Languages** Common, Draconic - -**Challenge** 5 (1,800 XP) - -###### Actions - -***Multiattack***. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. - -***Longsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands. - -***Shortsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) piercing damage. - -***Heavy Crossbow***. *Ranged Weapon Attack:* +3 to hit, range 100/400 ft., one target. *Hit:* 6 (1d10+1) piercing damage. - -***Fire Breath (Recharge 5-6)***. The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. - -## Harpy - -*Medium monstrosity, chaotic evil* - -**Armor Class** 11 - -**Hit Points** 38 (7d8+7) - -**Speed** 20 ft., fly 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 12 (+1) | 13 (+1) | 12 (+1) | 7 (-2) | 10 (+0) | 13 (+1) | - -**Senses** passive Perception 10 - -**Languages** Common - -**Challenge** 1 (200 XP) - -###### Actions - -***Multiattack***. The harpy makes two attacks: one with its claws and one with its club. - -***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (2d4+1) slashing damage. - -***Club***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) bludgeoning damage. - -***Luring Song***. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. - -While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. - -A target that successfully saves is immune to this harpy's song for the next 24 hours. - -## Hell Hound - -*Medium fiend, lawful evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 45 (7d8+14) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 12 (+1) | 14 (+2) | 6 (-2) | 13 (+1) | 6 (-2) | - -**Skills** Perception +5 - -**Damage Immunities** fire - -**Senses** darkvision 60 ft., passive Perception 15 - -**Languages** understands Infernal but can't speak it - -**Challenge** 3 (700 XP) - -***Keen Hearing and Smell***. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -***Pack Tactics***. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) piercing damage plus 7 (2d6) fire damage. - -***Fire Breath (Recharge 5-6)***. The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. - -## Hippogriff - -*Large monstrosity, unaligned* - -**Armor Class** 11 - -**Hit Points** 19 (3d10+3) - -**Speed** 40 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 13 (+1) | 13 (+1) | 2 (-4) | 12 (+1) | 8 (-1) | - -**Skills** Perception +5 - -**Senses** passive Perception 15 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Keen Sight***. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Multiattack***. The hippogriff makes two attacks: one with its beak and one with its claws. - -***Beak***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10+3) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage. - -## Hobgoblin - -*Medium humanoid (goblinoid), lawful evil* - -**Armor Class** 18 (chain mail, shield) - -**Hit Points** 11 (2d8+2) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|--------| -| 13 (+1) | 12 (+1) | 12 (+1) | 10 (+0) | 10 (+0) | 9 (-1) | - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Common, Goblin - -**Challenge** 1/2 (100 XP) - -***Martial Advantage***. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated. - -###### Actions - -***Longsword***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands. - -***Longbow***. *Ranged Weapon Attack:* +3 to hit, range 150/600 ft., one target. *Hit:* 5 (1d8+1) piercing damage. - -## Homunculus - -*Tiny construct, neutral* - -**Armor Class** 13 (natural armor) - -**Hit Points** 5 (2d4) - -**Speed** 20 ft., fly 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|--------| -| 4 (-3) | 15 (+2) | 11 (+0) | 10 (+0) | 10 (+0) | 7 (-2) | - -**Damage Immunities** poison - -**Condition Immunities** charmed, poisoned - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** understands the languages of its creator but can't speak - -**Challenge** 0 (10 XP) - -***Telepathic Bond***. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way. - -## Hydra - -*Huge monstrosity, unaligned* - -**Armor Class** 15 (natural armor) - -**Hit Points** 172 (15d12+75) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 20 (+5) | 12 (+1) | 20 (+5) | 2 (-4) | 10 (+0) | 7 (-2) | - -**Skills** Perception +6 - -**Senses** darkvision 60 ft., passive Perception 16 - -**Languages** - - -**Challenge** 8 (3,900 XP) - -***Hold Breath***. The hydra can hold its breath for 1 hour. - -***Multiple Heads***. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. - -Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. - -At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. - -***Reactive Heads***. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. - -***Wakeful***. While the hydra sleeps, at least one of its heads is awake. - -###### Actions - -***Multiattack***. The hydra makes as many bite attacks as it has heads. - -***Bite***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 10 (1d10+5) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Monsters J.md b/Documents/Monsters/Monsters J.md deleted file mode 100644 index 1c5eb53..0000000 --- a/Documents/Monsters/Monsters J.md +++ /dev/null @@ -1,3 +0,0 @@ -# Monsters (J) - -None. \ No newline at end of file diff --git a/Documents/Monsters/Monsters L.md b/Documents/Monsters/Monsters L.md deleted file mode 100644 index 7b74194..0000000 --- a/Documents/Monsters/Monsters L.md +++ /dev/null @@ -1,338 +0,0 @@ -# Monsters (L) - -## Lamia - -*Large monstrosity, chaotic evil* - -**Armor Class** 13 (natural armor) - -**Hit Points** 97 (13d10+26) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 13 (+1) | 15 (+2) | 14 (+2) | 15 (+2) | 16 (+3) | - -**Skills** Deception +7, Insight +4, Stealth +3 - -**Senses** darkvision 60 ft., passive Perception 12 - -**Languages** Abyssal, Common - -**Challenge** 4 (1,100 XP) - -***Innate Spellcasting***. The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. - -At will: *disguise self* (any humanoid form), *major image* - -3/day each: *charm person*, *mirror image*, *scrying*, *suggestion* - -1/day: *geas* - -###### Actions - -***Multiattack***. The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch. - -***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 14 (2d10+3) slashing damage. - -***Dagger***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4+3) piercing damage. - -***Intoxicating Touch***. *Melee Spell Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. - -## Lich - -*Medium undead, any evil alignment* - -**Armor Class** 17 (natural armor) - -**Hit Points** 135 (18d8+54) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 11 (+0) | 16 (+3) | 16 (+3) | 20 (+5) | 14 (+2) | 16 (+3) | - -**Saving Throws** Con +10, Int +12, Wis +9 - -**Skills** Arcana +19, History +12, Insight +9, Perception +9 - -**Damage Resistances** cold, lightning, necrotic - -**Damage Immunities** poison; bludgeoning, piercing, and slashing from nonmagical attacks - -**Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned - -**Senses** truesight 120 ft., passive Perception 19 - -**Languages** Common plus up to five other languages - -**Challenge** 21 (33,000 XP) - -***Legendary Resistance (3/Day)***. If the lich fails a saving throw, it can choose to succeed instead. - -***Rejuvenation***. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. - -***Spellcasting***. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: - -Cantrips (at will): *mage hand*, *prestidigitation*, *ray of frost* -1st level (4 slots): *detect magic*, *magic missile*, *shield*, *thunderwave* -2nd level (3 slots): *acid arrow*, *detect thoughts*, *invisibility*, *mirror image* -3rd level (3 slots): *animate dead*, *counterspell*, *dispel magic*, *fireball* -4th level (3 slots): *blight*, *dimension door* -5th level (3 slots): *cloudkill*, *scrying* -6th level (1 slot): *disintegrate*, *globe of invulnerability* -7th level (1 slot): *finger of death*, *plane shift* -8th level (1 slot): *dominate monster*, *power word stun* -9th level (1 slot): *power word kill* - -***Turn Resistance***. The lich has advantage on saving throws against any effect that turns undead. - -###### Actions - -***Paralyzing Touch***. *Melee Spell Attack:* +12 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -###### Legendary Actions - -The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn. - -**Cantrip**. The lich casts a cantrip. - -**Paralyzing Touch (Costs 2 Actions)**. The lich uses its Paralyzing Touch. - -**Frightening Gaze (Costs 2 Actions)**. The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours. - -**Disrupt Life (Costs 3 Actions)**. Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. - -## Lizardfolk - -*Medium humanoid (lizardfolk), neutral* - -**Armor Class** 15 (natural armor, shield) - -**Hit Points** 22 (4d8+4) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 10 (+0) | 13 (+1) | 7 (-2) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3, Stealth +4, Survival +5 - -**Senses** passive Perception 13 - -**Languages** Draconic - -**Challenge** 1/2 (100 XP) - -***Hold Breath***. The lizardfolk can hold its breath for 15 minutes. - -###### Actions - -***Multiattack***. The lizardfolk makes two melee attacks, each one with a different weapon. - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -***Heavy Club***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) bludgeoning damage. - -***Javelin***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -***Spiked Shield***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -## Lycanthropes - -### Werebear - -*Medium humanoid (human, shapechanger), neutral good* - -**Armor Class** 10 in humanoid form, 11 (natural armor) in bear and hybrid form - -**Hit Points** 135 (18d8+54) - -**Speed** 30 ft. (40 ft., climb 30 ft. in bear or hybrid form) - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 10 (+0) | 17 (+3) | 11 (+0) | 12 (+1) | 12 (+1) | - -**Skills** Perception +7 - -**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -**Senses** passive Perception 17 - -**Languages** Common (can't speak in bear form) - -**Challenge** 5 (1,800 XP) - -***Shapechanger***. The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -***Keen Smell***. The werebear has advantage on Wisdom (Perception) checks that rely on smell. - -###### Actions - -***Multiattack***. In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid. - -***Bite (Bear or Hybrid Form Only)***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 15 (2d10+4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy. - -***Claw (Bear or Hybrid Form Only)***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage. - -***Greataxe (Humanoid or Hybrid Form Only)***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 10 (1d12+4) slashing damage. - -### Wereboar - -*Medium humanoid (human, shapechanger), neutral evil* - -**Armor Class** 10 in humanoid form, 11 (natural armor) in boar or hybrid form - -**Hit Points** 78 (12d8+24) - -**Speed** 30 ft. (40 ft. in boar form) - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|--------| -| 17 (+3) | 10 (+0) | 15 (+2) | 10 (+0) | 11 (+0) | 8 (-1) | - -**Skills** Perception +2 - -**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -**Senses** passive Perception 12 - -**Languages** Common (can't speak in boar form) - -**Challenge** 4 (1,100 XP) - -***Shapechanger***. The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -***Charge (Boar or Hybrid Form Only)***. If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - -***Relentless (Recharges after a Short or Long Rest)***. If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. - -###### Actions - -***Multiattack (Humanoid or Hybrid Form Only)***. The wereboar makes two attacks, only one of which can be with its tusks. - -***Maul (Humanoid or Hybrid Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) bludgeoning damage. - -***Tusks (Boar or Hybrid Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy. - -### Wererat - -*Medium humanoid (human, shapechanger), lawful evil* - -**Armor Class** 12 - -**Hit Points** 33 (6d8+6) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|--------| -| 10 (+0) | 15 (+2) | 12 (+1) | 11 (+0) | 10 (+0) | 8 (-1) | - -**Skills** Perception +2, Stealth +4 - -**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -**Senses** darkvision 60 ft. (rat form only), passive Perception 12 - -**Languages** Common (can't speak in rat form) - -**Challenge** 2 (450 XP) - -***Shapechanger***. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -***Keen Smell***. The wererat has advantage on Wisdom (Perception) checks that rely on smell. - -###### Actions - -***Multiattack (Humanoid or Hybrid Form Only)***. The wererat makes two attacks, only one of which can be a bite. - -***Bite (Rat or Hybrid Form Only)***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy. - -***Shortsword (Humanoid or Hybrid Form Only)***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -***Hand Crossbow (Humanoid or Hybrid Form Only)***. *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -### Weretiger - -*Medium humanoid (human, shapechanger), neutral* - -**Armor Class** 12 - -**Hit Points** 120 (16d8+48) - -**Speed** 30 ft. (40 ft. in tiger form) - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 17 (+3) | 15 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 11 (+0) | - -**Skills** Perception +5, Stealth +4 - -**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -**Senses** darkvision 60 ft., passive Perception 15 - -**Languages** Common (can't speak in tiger form) - -**Challenge** 4 (1,100 XP) - -***Shapechanger***. The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -***Keen Hearing and Smell***. The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -***Pounce (Tiger or Hybrid Form Only)***. If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action. - -###### Actions - -***Multiattack (Humanoid or Hybrid Form Only)***. In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks. - -***Bite (Tiger or Hybrid Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10+3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy. - -***Claw (Tiger or Hybrid Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) slashing damage. - -***Scimitar (Humanoid or Hybrid Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) slashing damage. - -***Longbow (Humanoid or Hybrid Form Only)***. *Ranged Weapon Attack:* +4 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8+2) piercing damage. - -### Werewolf - -*Medium humanoid (human, shapechanger), chaotic evil* - -**Armor Class** 11 in humanoid form, 12 (natural armor) in wolf or hybrid form - -**Hit Points** 58 (9d8+18) - -**Speed** 30 ft. (40 ft. in wolf form) - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 15 (+2) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) | - -**Skills** Perception +4, Stealth +3 - -**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -**Senses** passive Perception 14 - -**Languages** Common (can't speak in wolf form) - -**Challenge** 3 (700 XP) - -***Shapechanger***. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -***Keen Hearing and Smell***. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -###### Actions - -***Multiattack (Humanoid or Hybrid Form Only)***. The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form). - -***Bite (Wolf or Hybrid Form Only)***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. - -***Claws (Hybrid Form Only)***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 7 (2d4+2) slashing damage. - -***Spear (Humanoid Form Only)***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one creature. *Hit:* 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack. \ No newline at end of file diff --git a/Documents/Monsters/Monsters M.md b/Documents/Monsters/Monsters M.md deleted file mode 100644 index a2f4f97..0000000 --- a/Documents/Monsters/Monsters M.md +++ /dev/null @@ -1,497 +0,0 @@ -# Monsters (M) - -## Magmin - -*Small elemental, chaotic neutral* - -**Armor Class** 14 (natural armor) - -**Hit Points** 9 (2d6+2) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|---------| -| 7 (-2) | 15 (+2) | 12 (+1) | 8 (-1) | 11 (+0) | 10 (+0) | - -**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** fire - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Ignan - -**Challenge** 1/2 (100 XP) - -***Death Burst***. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited. - -***Ignited Illumination***. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - -###### Actions - -***Touch***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns. - -## Manticore - -*Large monstrosity, lawful evil* - -**Armor Class** 14 (natural armor) - -**Hit Points** 68 (8d10+24) - -**Speed** 30 ft., fly 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 16 (+3) | 17 (+3) | 7 (-2) | 12 (+1) | 8 (-1) | - -**Senses** darkvision 60 ft., passive Perception 11 - -**Languages** Common - -**Challenge** 3 (700 XP) - -***Tail Spike Regrowth***. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. - -###### Actions - -***Multiattack***. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes. - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) piercing damage. - -***Claw***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) slashing damage. - -***Tail Spike***. *Ranged Weapon Attack:* +5 to hit, range 100/200 ft., one target. *Hit:* 7 (1d8+3) piercing damage. - -## Medusa - -*Medium monstrosity, lawful evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 127 (17d8+51) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 15 (+2) | 16 (+3) | 12 (+1) | 13 (+1) | 15 (+2) | - -**Skills** Deception +5, Insight +4, Perception +4, Stealth +5 - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** Common - -**Challenge** 6 (2,300 XP) - -***Petrifying Gaze***. When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the *greater restoration* spell or other magic. - -Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. - -If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze. - -###### Actions - -***Multiattack***. The medusa makes either three melee attacks-one with its snake hair and two with its shortsword-or two ranged attacks with its longbow. - -***Snake Hair***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4+2) piercing damage plus 14 (4d6) poison damage. - -***Shortsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -***Longbow***. *Ranged Weapon Attack:* +5 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8+2) piercing damage plus 7 (2d6) poison damage. - -## Mephits - -### Dust Mephit - -*Small elemental, neutral evil* - -**Armor Class** 12 - -**Hit Points** 17 (5d6) - -**Speed** 30 ft., fly 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|---------| -| 5 (-3) | 14 (+2) | 10 (+0) | 9 (-1) | 11 (+0) | 10 (+0) | - -**Skills** Perception +2, Stealth +4 - -**Damage Vulnerabilities** Fire - -**Damage Immunities** Poison - -**Condition Immunities** Poisoned - -**Senses** Darkvision 60 ft., passive Perception 12 - -**Languages** Auran, Terran - -**Challenge** 1/2 (100 XP) - -***Death Burst***. When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. - -***Innate Spellcasting (1/Day)***. The mephit can innately cast *sleep*, requiring no material components. Its innate spellcasting ability is Charisma. - -###### Actions - -***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4+2) slashing damage. - -***Blinding Breath (Recharge 6)***. The mephit exhales a 15- foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -### Ice Mephit - -*Small elemental, neutral evil* - -**Armor Class** 11 - -**Hit Points** 21 (6d6) - -**Speed** 30 ft., fly 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|---------| -| 7 (-2) | 13 (+1) | 10 (+0) | 9 (-1) | 11 (+0) | 12 (+1) | - -**Skills** Perception +2, Stealth +3 - -**Damage Vulnerabilities** bludgeoning, fire - -**Damage Immunities** cold, poison - -**Condition Immunities** poisoned - -**Senses** darkvision 60 ft., passive Perception 12 - -**Languages** Aquan, Auran - -**Challenge** 1/2 (100 XP) - -***Death Burst***. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one. - -***False Appearance***. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice. - -***Innate Spellcasting (1/Day)***. The mephit can innately cast *fog cloud*, requiring no material components. Its innate spellcasting ability is Charisma. - -###### Actions - -***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 3 (1d4+1) slashing damage plus 2 (1d4) cold damage. - -***Frost Breath (Recharge 6)***. The mephit exhales a 15- foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one. - -### Magma Mephit - -*Small elemental, neutral evil* - -**Armor Class** 11 - -**Hit Points** 22 (5d6+5) - -**Speed** 30 ft., fly 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|---------| -| 8 (-1) | 12 (+1) | 12 (+1) | 7 (-2) | 10 (+0) | 10 (+0) | - -**Skills** Stealth +3 - -**Damage Vulnerabilities** cold - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Ignan, Terran - -**Challenge** 1/2 (100 XP) - -***Death Burst***. When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. - -***False Appearance***. While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma. - -***Innate Spellcasting (1/Day)***. The mephit can innately cast *heat metal* (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma. - -###### Actions - -***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 3 (1d4+1) slashing damage plus 2 (1d4) fire damage. - -***Fire Breath (Recharge 6)***. The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. - -### Steam Mephit - -*Small elemental, neutral evil* - -**Armor Class** 10 - -**Hit Points** 21 (6d6) - -**Speed** 30 ft., fly 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 5 (-3) | 11 (+0) | 10 (+0) | 11 (+0) | 10 (+0) | 12 (+1) | - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Aquan, Ignan - -**Challenge** 1/4 (50 XP) - -***Death Burst***. When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage. - -***Innate Spellcasting (1/Day)***. The mephit can innately cast *blur*, requiring no material components. Its innate spellcasting ability is Charisma. - -###### Actions - -***Claws.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 2 (1d4) slashing damage plus 2 (1d4) fire damage. - -***Steam Breath (Recharge 6)***. The mephit exhales a 15- foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one. - -## Merfolk - -*Medium humanoid (merfolk), neutral* - -**Armor Class** 11 - -**Hit Points** 11 (2d8+2) - -**Speed** 10 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 13 (+1) | 12 (+1) | 11 (+0) | 11 (+0) | 12 (+1) | - -**Skills** Perception +2 - -**Senses** passive Perception 12 - -**Languages** Aquan, Common - -**Challenge** 1/8 (25 XP) - -***Amphibious***. The merfolk can breathe air and water. - -###### Actions - -***Spear***. *Melee or Ranged Weapon Attack:* +2 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. - -## Merrow - -*Large monstrosity, chaotic evil* - -**Armor Class** 13 (natural armor) - -**Hit Points** 45 (6d10+12) - -**Speed** 10 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 10 (+0) | 15 (+2) | 8 (-1) | 10 (+0) | 9 (-1) | - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Abyssal, Aquan - -**Challenge** 2 (450 XP) - -***Amphibious***. The merrow can breathe air and water. - -###### Actions - -***Multiattack***. The merrow makes two attacks: one with its bite and one with its claws or harpoon. - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8+4) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (2d4+4) slashing damage. - -***Harpoon***. *Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 11 (2d6+3) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow. - -## Mimic - -*Medium monstrosity (shapechanger), neutral* - -**Armor Class** 12 (natural armor) - -**Hit Points** 58 (9d8+18) - -**Speed** 15 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 12 (+1) | 15 (+2) | 5 (-3) | 13 (+1) | 8 (-1) | - -**Skills** Stealth +5 - -**Damage Immunities** acid - -**Condition Immunities** prone - -**Senses** darkvision 60 ft., passive Perception 11 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Shapechanger***. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -***Adhesive (Object Form Only)***. The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. - -***False Appearance (Object Form Only)***. While the mimic remains motionless, it is indistinguishable from an ordinary object. - -***Grappler***. The mimic has advantage on attack rolls against any creature grappled by it. - -###### Actions - -***Pseudopod***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) piercing damage plus 4 (1d8) acid damage. - -## Minotaur - -*Large monstrosity, chaotic evil* - -**Armor Class** 14 (natural armor) - -**Hit Points** 76 (9d10+27) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 11 (+0) | 16 (+3) | 6 (-2) | 16 (+3) | 9 (-1) | - -**Skills** Perception +7 - -**Senses** darkvision 60 ft., passive Perception 17 - -**Languages** Abyssal - -**Challenge** 3 (700 XP) - -***Charge***. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. - -***Labyrinthine Recall***. The minotaur can perfectly recall any path it has traveled. - -***Reckless***. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. - -###### Actions - -***Greataxe***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 17 (2d12+4) slashing damage. - -***Gore***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) piercing damage. - -## Mummies - -### Mummy - -*Medium undead, lawful evil* - -**Armor Class** 11 (natural armor) - -**Hit Points** 58 (9d8+18) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|---------| -| 16 (+3) | 8 (-1) | 15 (+2) | 6 (-2) | 10 (+0) | 12 (+1) | - -**Saving Throws** Wis +2 - -**Damage Vulnerabilities** fire - -**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** necrotic, poison - -**Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** the languages it knew in life - -**Challenge** 3 (700 XP) - -###### Actions - -***Multiattack***. The mummy can use its Dreadful Glare and makes one attack with its rotting fist. - -***Rotting Fist***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the *remove curse* spell or other magic. - -***Dreadful Glare***. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours. - -### Mummy Lord - -*Medium undead, lawful evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 97 (13d8+39) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 10 (+0) | 17 (+3) | 11 (+0) | 18 (+4) | 16 (+3) | - -**Saving Throws** Con +8, Int +5, Wis +9, Cha +8 - -**Skills** History +5, Religion +5 - -**Damage Vulnerabilities** fire - -**Damage Immunities** necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks - -**Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** the languages it knew in life - -**Challenge** 15 (13,000 XP) - -***Magic Resistance***. The mummy lord has advantage on saving throws against spells and other magical effects. - -***Rejuvenation***. A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart. - -***Spellcasting***. The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared: - -Cantrips (at will): *sacred flame*, *thaumaturgy* -1st level (4 slots): *command*, *guiding bolt*, *shield of faith* -2nd level (3 slots): *hold person*, *silence*, *spiritual weapon* -3rd level (3 slots): *animate dead*, *dispel magic* -4th level (3 slots): *divination*, *guardian of faith* -5th level (2 slots): *contagion*, *insect plague* -6th level (1 slot): *harm* - -###### Actions - -***Multiattack***. The mummy can use its Dreadful Glare and makes one attack with its rotting fist. - -***Rotting Fist***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 14 (3d6+4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the *remove curse* spell or other magic. - -***Dreadful Glare***. The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours. - -###### Legendary Actions - -The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn. - -**Attack**. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare. - -**Blinding Dust**. Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn. - -**Blasphemous Word (Costs 2 Actions)**. The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn. - -**Channel Negative Energy (Costs 2 Actions)**. The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn. - -**Whirlwind of Sand (Costs 2 Actions)**. The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession. \ No newline at end of file diff --git a/Documents/Monsters/Monsters N.md b/Documents/Monsters/Monsters N.md deleted file mode 100644 index a991160..0000000 --- a/Documents/Monsters/Monsters N.md +++ /dev/null @@ -1,120 +0,0 @@ -# Monsters (N) - -## Nagas - -### Guardian Naga - -*Large monstrosity, lawful good* - -**Armor Class** 18 (natural armor) - -**Hit Points** 127 (15d10+45) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 18 (+4) | 16 (+3) | 16 (+3) | 19 (+4) | 18 (+4) | - -**Saving Throws** Dex +6, Con +5, Wis +5, Cha +6 - -**Saving Throws** Dex +8, Con +7, Int +7, Wis +8, Cha +8 - -**Damage Immunities** poison - -**Condition Immunities** charmed, poisoned - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** Celestial, Common - -**Challenge** 10 (5,900 XP) - -***Rejuvenation***. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a *wish* spell can prevent this trait from functioning. - -***Spellcasting***. The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared: - -Cantrips (at will): *mending*, *sacred flame*, *thaumaturgy* -1st level (4 slots): *command*, *cure wounds*, *shield of faith* -2nd level (3 slots): *calm emotions*, *hold person* -3rd level (3 slots): *bestow curse*, *clairvoyance* -4th level (3 slots): *banishment*, *freedom of movement* -5th level (2 slots): *flame strike*, *geas* -6th level (1 slot): *true seeing* - -###### Actions - -***Bite***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one creature. *Hit:* 8 (1d8+4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. - -***Spit Poison***. *Ranged Weapon Attack:* +8 to hit, range 15/30 ft., one creature. *Hit:* The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. - -### Spirit Naga - -*Large monstrosity, chaotic evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 75 (10d10+20) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 17 (+3) | 14 (+2) | 16 (+3) | 15 (+2) | 16 (+3) | - -**Damage Immunities** poison - -**Condition Immunities** charmed, poisoned - -**Senses** darkvision 60 ft., passive Perception 12 - -**Languages** Abyssal, Common - -**Challenge** 8 (3,900 XP) - -***Rejuvenation***. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a *wish* spell can prevent this trait from functioning. - -***Spellcasting***. The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared: - -Cantrips (at will): *mage hand*, *minor illusion*, *ray of frost* -1st level (4 slots): *charm person*, *detect magic*, *sleep* -2nd level (3 slots): *detect thoughts*, *hold person* -3rd level (3 slots): *lightning bolt*, *water breathing* -4th level (3 slots): *blight*, *dimension door* -5th level (2 slots): *dominate person* - -###### Actions - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one creature. *Hit:* 7 (1d6+4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one. - -## Nightmare - -*Large fiend, neutral evil* - -**Armor Class** 13 (natural armor) - -**Hit Points** 68 (8d10+24) - -**Speed** 60 ft., fly 90 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 15 (+2) | - -**Damage Immunities** fire - -**Senses** passive Perception 11 - -**Languages** understands Abyssal, Common, and Infernal but can't speak - -**Challenge** 3 (700 XP) - -***Confer Fire Resistance***. The nightmare can grant resistance to fire damage to anyone riding it. - -***Illumination***. The nightmare sheds bright light in a 10- foot radius and dim light for an additional 10 feet. - -###### Actions - -***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage plus 7 (2d6) fire damage. - -***Ethereal Stride***. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa. \ No newline at end of file diff --git a/Documents/Monsters/Monsters O.md b/Documents/Monsters/Monsters O.md deleted file mode 100644 index 52575a8..0000000 --- a/Documents/Monsters/Monsters O.md +++ /dev/null @@ -1,329 +0,0 @@ -# Monsters (O) - -## Ogre - -*Large giant, chaotic evil* - -**Armor Class** 11 (hide armor) - -**Hit Points** 59 (7d10+21) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 19 (+4) | 8 (-1) | 16 (+3) | 5 (-3) | 7 (-2) | 7 (-2) | - -**Senses** darkvision 60 ft., passive Perception 8 - -**Languages** Common, Giant - -**Challenge** 2 (450 XP) - -###### Actions - -***Greatclub***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage. - -***Javelin***. *Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 11 (2d6+4) piercing damage. - -## Oni - -*Large giant, lawful evil* - -**Armor Class** 16 (chain mail) - -**Hit Points** 110 (13d10+39) - -**Speed** 30 ft., fly 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 11 (+0) | 16 (+3) | 14 (+2) | 12 (+1) | 15 (+2) | - -**Saving Throws** Dex +3, Con +6, Wis +4, Cha +5 - -**Skills** Arcana +5, Deception +8, Perception +4 - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** Common, Giant - -**Challenge** 7 (2,900 XP) - -***Innate Spellcasting***. The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material Components - -At will: *darkness*, *invisibility* - -1/day each: *charm person*, *cone of cold*, *gaseous form*, *sleep* - -***Magic Weapons***. The oni's weapon attacks are magical. - -***Regeneration***. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point. - -###### Actions - -***Multiattack***. The oni makes two attacks, either with its claws or its glaive. - -***Claw (Oni Form Only)***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8+4) slashing damage. - -***Glaive***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10+4) slashing damage, or 9 (1d10+4) slashing damage in Small or Medium form. - -***Change Shape***. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size. - -## Oozes - -### Black Pudding - -*Large ooze, unaligned* - -**Armor Class** 7 - -**Hit Points** 85 (10d10+30) - -**Speed** 20 ft., climb 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 16 (+3) | 5 (-3) | 16 (+3) | 1 (-5) | 6 (-2) | 1 (-5) | - -**Damage Immunities** acid, cold, lightning, slashing - -**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone - -**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 - -**Languages** - - -**Challenge** 4 (1,100 XP) - -***Amorphous***. The pudding can move through a space as narrow as 1 inch wide without squeezing. - -***Corrosive Form***. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. - -The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. - -***Spider Climb***. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -###### Actions - -***Pseudopod***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. - -###### Reactions - -***Split***. When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding. - -### Gelatinous Cube - -*Large ooze, unaligned* - -**Armor Class** 6 - -**Hit Points** 84 (8d10+40) - -**Speed** 15 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 14 (+2) | 3 (-4) | 20 (+5) | 1 (-5) | 6 (-2) | 1 (-5) | - -**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone - -**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Ooze Cube***. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. - -Creatures inside the cube can be seen but have total cover. - -A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. - -The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. - -***Transparent***. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube. - -###### Actions - -***Pseudopod***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) acid damage. - -***Engulf***. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. - -On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. - -On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. - -An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube. - -### Gray Ooze - -*Medium ooze, unaligned* - -**Armor Class** 8 - -**Hit Points** 22 (3d8+9) - -**Speed** 10 ft., climb 10 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 12 (+1) | 6 (-2) | 16 (+3) | 1 (-5) | 6 (-2) | 2 (-4) | - -**Skills** Stealth +2 - -**Damage Resistances** acid, cold, fire - -**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone - -**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Amorphous***. The ooze can move through a space as narrow as 1 inch wide without squeezing. - -***Corrode Metal***. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. - -The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. - -***False Appearance***. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock. - -###### Actions - -***Pseudopod***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. - -### Ochre Jelly - -*Large ooze, unaligned* - -**Armor Class** 8 - -**Hit Points** 45 (6d10+12) - -**Speed** 10 ft., climb 10 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 15 (+2) | 6 (-2) | 14 (+2) | 2 (-4) | 6 (-2) | 1 (-5) | - -**Damage Resistances** acid - -**Damage Immunities** lightning, slashing - -**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone - -**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Amorphous***. The jelly can move through a space as narrow as 1 inch wide without squeezing. - -***Spider Climb***. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -###### Actions - -***Pseudopod***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6+2) bludgeoning damage plus 3 (1d6) acid damage. - -###### Reactions - -***Split***. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly. - -## Orc - -*Medium humanoid (orc), chaotic evil* - -**Armor Class** 13 (hide armor) - -**Hit Points** 15 (2d8+6) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 16 (+3) | 12 (+1) | 16 (+3) | 7 (-2) | 11 (+0) | 10 (+0) | - -**Skills** Intimidation +2 - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Common, Orc - -**Challenge** 1/2 (100 XP) - -***Aggressive***. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. - -###### Actions - -***Greataxe***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 9 (1d12+3) slashing damage. - -***Javelin***. *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 6 (1d6+3) piercing damage. - -## Otyugh - -*Large aberration, neutral* - -**Armor Class** 14 (natural armor) - -**Hit Points** 114 (12d10+48) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 16 (+3) | 11 (+0) | 19 (+4) | 6 (-2) | 13 (+1) | 6 (-2) | - -**Saving Throws** Con +7 - -**Senses** darkvision 120 ft., passive Perception 11 - -**Languages** Otyugh - -**Challenge** 5 (1,800 XP) - -***Limited Telepathy***. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond. - -###### Actions - -***Multiattack***. The otyugh makes three attacks: one with its bite and two with its tentacles. - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 12 (2d8+3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. - -***Tentacle***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 7 (1d8+3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target. - -***Tentacle Slam***. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6+3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. - -## Owlbear - -*Large monstrosity, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 59 (7d10+21) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 20 (+5) | 12 (+1) | 17 (+3) | 3 (-4) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3 - -**Senses** darkvision 60 ft., passive Perception 13 - -**Languages** - - -**Challenge** 3 (700 XP) - -***Keen Sight and Smell***. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. - -###### Actions - -***Multiattack***. The owlbear makes two attacks: one with its beak and one with its claws. - -***Beak***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 10 (1d10+5) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) slashing damage. \ No newline at end of file diff --git a/Documents/Monsters/Monsters P.md b/Documents/Monsters/Monsters P.md deleted file mode 100644 index 851cd99..0000000 --- a/Documents/Monsters/Monsters P.md +++ /dev/null @@ -1,97 +0,0 @@ -# Monsters (P) - -## Pegasus - -*Large celestial, chaotic good* - -**Armor Class** 12 - -**Hit Points** 59 (7d10+21) - -**Speed** 60 ft., fly 90 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 15 (+2) | 13 (+1) | - -**Saving Throws** Dex +4, Wis +4, Cha +3 - -**Skills** Perception +6 - -**Senses** passive Perception 16 - -**Languages** understands Celestial, Common, Elvish, and Sylvan but can't speak - -**Challenge** 2 (450 XP) - -###### Actions - -***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. - -## Pseudodragon - -*Tiny dragon, neutral good* - -**Armor Class** 13 (natural armor) - -**Hit Points** 7 (2d4+2) - -**Speed** 15 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 6 (-2) | 15 (+2) | 13 (+1) | 10 (+0) | 12 (+1) | 10 (+0) | - -**Skills** Perception +3, Stealth +4 - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 13 - -**Languages** understands Common and Draconic but can't speak - -**Challenge** 1/4 (50 XP) - -***Keen Senses***. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. - -***Magic Resistance***. The pseudodragon has advantage on saving throws against spells and other magical effects. - -***Limited Telepathy***. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage. - -***Sting***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake. - -## Purple Worm - -*Gargantuan monstrosity, unaligned* - -**Armor Class** 18 (natural armor) - -**Hit Points** 247 (15d20+90) - -**Speed** 50 ft., burrow 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 28 (+9) | 7 (-2) | 22 (+6) | 1 (-5) | 8 (-1) | 4 (-3) | - -**Saving Throws** Con +11, Wis +4 - -**Senses** blindsight 30 ft., tremorsense 60 ft., passive Perception 9 - -**Languages** - - -**Challenge** 15 (13,000 XP) - -***Tunneler***. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot diameter tunnel in its wake. - -###### Actions - -***Multiattack***. The worm makes two attacks: one with its bite and one with its stinger. - -***Bite***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 22 (3d8+9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. - -If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. - -***Tail Stinger***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one creature. *Hit:* 19 (3d6+9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/Documents/Monsters/Monsters Q.md b/Documents/Monsters/Monsters Q.md deleted file mode 100644 index 1b2e25a..0000000 --- a/Documents/Monsters/Monsters Q.md +++ /dev/null @@ -1,3 +0,0 @@ -# Monsters (Q) - -None. \ No newline at end of file diff --git a/Documents/Monsters/Monsters R.md b/Documents/Monsters/Monsters R.md deleted file mode 100644 index 24e74c4..0000000 --- a/Documents/Monsters/Monsters R.md +++ /dev/null @@ -1,179 +0,0 @@ -# Monsters (R) - -## Rakshasa - -*Medium fiend, lawful evil* - -**Armor Class** 16 (natural armor) - -**Hit Points** 110 (13d8+52) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 14 (+2) | 17 (+3) | 18 (+4) | 13 (+1) | 16 (+3) | 20 (+5) | - -**Skills** Deception +10, Insight +8 - -**Damage Vulnerabilities** piercing from magic weapons wielded by good creatures - -**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks - -**Senses** darkvision 60 ft., passive Perception 13 - -**Languages** Common, Infernal - -**Challenge** 13 (10,000 XP) - -***Limited Magic Immunity***. The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. - -***Innate Spellcasting***. The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material Components - -At will: *detect thoughts*, *disguise self*, *mage hand*, *minor illusion* - -3/day each: *charm person*, *detect magic*, *invisibility*, *major image*, *suggestion* - -1/day each: *dominate person*, *fly*, *plane shift*, *true seeing* - -###### Actions - -***Multiattack***. The rakshasa makes two claw attacks. - -***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 9 (2d6+2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a *remove curse* spell or similar magic. - -## Remorhaz - -*Huge monstrosity, unaligned* - -**Armor Class** 17 (natural armor) - -**Hit Points** 195 (17d12+85) - -**Speed** 30 ft., burrow 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 24 (+7) | 13 (+1) | 21 (+5) | 4 (-3) | 10 (+0) | 5 (-3) | - -**Damage Immunities** cold, fire - -**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 10 - -**Languages** - - -**Challenge** 11 (7,200 XP) - -***Heated Body***. A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 40 (6d10+7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target. - -***Swallow***. The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns. - -If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. - -## Roc - -*Gargantuan monstrosity, unaligned* - -**Armor Class** 15 (natural armor) - -**Hit Points** 248 (16d20+80) - -**Speed** 20 ft., fly 120 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 28 (+9) | 10 (+0) | 20 (+5) | 3 (-4) | 10 (+0) | 9 (-1) | - -**Saving Throws** Dex +4, Con +9, Wis +4, Cha +3 - -**Skills** Perception +4 - -**Senses** passive Perception 14 - -**Languages** - - -**Challenge** 11 (7,200 XP) - -***Keen Sight***. The roc has advantage on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Multiattack***. The roc makes two attacks: one with its beak and one with its talons. - -***Beak***. *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 27 (4d8+9) piercing damage. - -***Talons***. *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 23 (4d6+9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target. - -## Roper - -*Large monstrosity, neutral evil* - -**Armor Class** 20 (natural armor) - -**Hit Points** 93 (11d10+33) - -**Speed** 10 ft., climb 10 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 18 (+4) | 8 (-1) | 17 (+3) | 7 (-2) | 16 (+3) | 6 (-2) | - -**Skills** Perception +6, Stealth +5 - -**Senses** darkvision 60 ft., passive Perception 16 - -**Languages** - - -**Challenge** 5 (1,800 XP) - -***False Appearance***. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. - -***Grasping Tendrils***. The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. - -***Spider Climb***. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -###### Actions - -***Multiattack***. The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 22 (4d8+4) piercing damage. - -***Tendril***. *Melee Weapon Attack:* +7 to hit, reach 50 ft., one creature. *Hit:* The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target. - -***Reel***. The roper pulls each creature grappled by it up to 25 feet straight toward it. - -## Rust Monster - -*Medium monstrosity, unaligned* - -**Armor Class** 14 (natural armor) - -**Hit Points** 27 (5d8+5) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 13 (+1) | 12 (+1) | 13 (+1) | 2 (-4) | 13 (+1) | 6 (-2) | - -**Senses** darkvision 60 ft., passive Perception 11 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Iron Scent***. The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it. - -***Rust Metal***. Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8+1) piercing damage. - -***Antennae***. The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch. - -If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait. \ No newline at end of file diff --git a/Documents/Monsters/Monsters S.md b/Documents/Monsters/Monsters S.md deleted file mode 100644 index 125a935..0000000 --- a/Documents/Monsters/Monsters S.md +++ /dev/null @@ -1,586 +0,0 @@ -# Monsters (S) - -## Sahuagin - -*Medium humanoid (sahuagin), lawful evil* - -**Armor Class** 12 (natural armor) - -**Hit Points** 22 (4d8+4) - -**Speed** 30 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|--------| -| 13 (+1) | 11 (+0) | 12 (+1) | 12 (+1) | 13 (+1) | 9 (-1) | - -**Skills** Perception +5 - -**Senses** darkvision 120 ft., passive Perception 15 - -**Languages** Sahuagin - -**Challenge** 1/2 (100 XP) - -***Blood Frenzy***. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. - -***Limited Amphibiousness***. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. - -***Shark Telepathy***. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. - -###### Actions - -***Multiattack***. The sahuagin makes two melee attacks: one with its bite and one with its claws or spear. - -***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) slashing damage. - -***Spear***. *Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack. - -## Salamander - -*Large elemental, neutral evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 90 (12d10+24) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 10 (+0) | 12 (+1) | - -**Damage Vulnerabilities** cold - -**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** fire - -**Sense**s darkvision 60 ft., passive Perception 10 - -**Languages** Ignan - -**Challenge** 5 (1,800 XP) - -***Heated Body***. A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. - -***Heated Weapons***. Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack). - -###### Actions - -***Multiattack***. The salamander makes two attacks: one with its spear and one with its tail. - -***Spear***. *Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. - -***Tail***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets. - -## Satyr - -*Medium fey, chaotic neutral* - -**Armor Class** 14 (leather armor) - -**Hit Points** 31 (7d8) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 12 (+1) | 16 (+3) | 11 (+0) | 12 (+1) | 10 (+0) | 14 (+2) | - -**Skills** Perception +2, Performance +6, Stealth +5 - -**Sense**s passive Perception 12 - -**Languages** Common, Elvish, Sylvan - -**Challenge** 1/2 (100 XP) - -***Magic Resistance***. The satyr has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Ram***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (2d4+1) bludgeoning damage. - -***Shortsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) piercing damage. - -***Shortbow***. *Ranged Weapon Attack:* +5 to hit, range 80/320 ft., one target. *Hit:* 6 (1d6+3) piercing damage. - -## Shadow - -*Medium undead, chaotic evil* - -**Armor Class** 12 - -**Hit Points** 16 (3d8+3) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 6 (-2) | 14 (+2) | 13 (+1) | 6 (-2) | 10 (+0) | 8 (-1) | - -**Skills** Stealth +4 (+6 in dim light or darkness) - -**Damage Vulnerabilities** radiant - -**Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** necrotic, poison - -**Condition Immunities** exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Amorphous***. The shadow can move through a space as narrow as 1 inch wide without squeezing. - -***Shadow Stealth***. While in dim light or darkness, the shadow can take the Hide action as a bonus action. - -***Sunlight Weakness***. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws. - -###### Actions - -***Strength Drain***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 9 (2d6+2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. - -If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later. - -## Shambling Mound - -*Large plant, unaligned* - -**Armor Class** 15 (natural armor) - -**Hit Points** 136 (16d10+48) - -**Speed** 20 ft., swim 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 18 (+4) | 8 (-1) | 16 (+3) | 5 (-3) | 10 (+0) | 5 (-3) | - -**Skills** Stealth +2 - -**Damage Resistances** cold, fire - -**Damage Immunities** lightning - -**Condition Immunities** blinded, deafened, exhaustion - -**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 10 - -**Languages** - - -**Challenge** 5 (1,800 XP) - -***Lightning Absorption***. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt. - -###### Actions - -***Multiattack***. The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it. - -***Slam***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage. - -***Engulf***. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8+4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time. - -## Shield Guardian - -*Large construct, unaligned* - -**Armor Class** 17 (natural armor) - -**Hit Points** 142 (15d10+60) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 18 (+4) | 8 (-1) | 18 (+4) | 7 (-2) | 10 (+0) | 3 (-4) | - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 10 - -**Damage Immunities** poison - -**Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned - -**Languages** understands commands given in any language but can't speak - -**Challenge** 7 (2,900 XP) - -***Bound***. The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian. - -***Regeneration***. The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point. - -***Spell Storing***. A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost. - -###### Actions - -***Multiattack***. The guardian makes two fist attacks. - -***Fist***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. - -###### Reactions - -***Shield***. When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer. - -## Skeletons - -### Skeleton - -*Medium undead, lawful evil* - -**Armor Class** 13 (armor scraps) - -**Hit Points** 13 (2d8+4) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 10 (+0) | 14 (+2) | 15 (+2) | 6 (-2) | 8 (-1) | 5 (-3) | - -**Damage Vulnerabilities** bludgeoning - -**Damage Immunities** poison - -**Condition Immunities** exhaustion, poisoned - -**Senses** darkvision 60 ft., passive Perception 9 - -**Languages** understands all languages it knew in life but can't speak - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Shortsword***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -***Shortbow***. *Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -### Minotaur Skeleton - -*Large undead, lawful evil* - -**Armor Class** 12 (natural armor) - -**Hit Points** 67 (9d10+18) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 18 (+4) | 11 (+0) | 15 (+2) | 6 (-2) | 8 (-1) | 5 (-3) | - -**Damage Vulnerabilities** bludgeoning - -**Damage Immunities** poison - -**Condition Immunities** exhaustion, poisoned - -**Senses** darkvision 60 ft., passive Perception 9 - -**Languages** understands Abyssal but can't speak - -**Challenge** 2 (450 XP) - -***Charge***. If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. - -###### Actions - -***Greataxe***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 17 (2d12+4) slashing damage. - -***Gore***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) piercing damage. - -### Warhorse Skeleton - -*Large undead, lawful evil* - -**Armor Class** 13 (barding scraps) - -**Hit Points** 22 (3d10+6) - -**Speed** 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 18 (+4) | 12 (+1) | 15 (+2) | 2 (-4) | 8 (-1) | 5 (-3) | - -**Damage Vulnerabilities** bludgeoning - -**Damage Immunities** poison - -**Condition Immunities** exhaustion, poisoned - -**Senses** darkvision 60 ft., passive Perception 9 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -###### Actions - -***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. - -## Specter - -*Medium undead, chaotic evil* - -**Armor Class** 12 - -**Hit Points** 22 (5d8) - -**Speed** 0 ft., fly 50 ft. (hover) - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 1 (-5) | 14 (+2) | 11 (+0) | 10 (+0) | 10 (+0) | 11 (+0) | - -**Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** necrotic, poison - -**Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** understands all languages it knew in life but can't speak - -**Challenge** 1 (200 XP) - -***Incorporeal Movement***. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. - -***Sunlight Sensitivity***. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Life Drain***. *Melee Spell Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. - -## Sphinxes - -### Androsphinx - -*Large monstrosity, lawful neutral* - -**Armor Class** 17 (natural armor) - -**Hit Points** 199 (19d10+95) - -**Speed** 40 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 22 (+6) | 10 (+0) | 20 (+5) | 16 (+3) | 18 (+4) | 23 (+6) | - -**Saving Throws** Dex +6, Con +11, Int +9, Wis +10 - -**Skills** Arcana +9, Perception +10, Religion +15 - -**Damage Immunities** psychic; bludgeoning, piercing, and slashing from nonmagical attacks - -**Condition Immunities** charmed, frightened - -**Senses** truesight 120 ft., passive Perception 20 - -**Languages** Common, Sphinx - -**Challenge** 17 (18,000 XP) - -***Inscrutable***. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. - -***Magic Weapons***. The sphinx's weapon attacks are magical. - -***Spellcasting***. The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared: - -Cantrips (at will): *sacred flame*, *spare the dying*, *thaumaturgy* -1st level (4 slots): *command*, *detect evil and good*, *detect magic* -2nd level (3 slots): *lesser restoration*, *zone of truth* -3rd level (3 slots): *dispel magic*, *tongues* -4th level (3 slots): *banishment*, *freedom of movement* -5th level (2 slots): *flame strike*, *greater restoration* -6th level (1 slot): *heroes' feast* - -###### Actions - -***Multiattack***. The sphinx makes two claw attacks. - -***Claw***. *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 17 (2d10+6) slashing damage. - -***Roar (3/Day)***. The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. - -**First Roar**. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -**Second Roar**. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -**Third Roar**. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. - -###### Legendary Actions - -The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn. - -**Claw Attack**. The sphinx makes one claw attack. - -**Teleport (Costs 2 Actions)**. The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - -**Cast a Spell (Costs 3 Actions)**. The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. - -### Gynosphinx - -*Large monstrosity, lawful neutral* - -**Armor Class** 17 (natural armor) - -**Hit Points** 136 (16d10+48) - -**Speed** 40 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 15 (+2) | 16 (+3) | 18 (+4) | 18 (+4) | 18 (+4) | - -**Skills** Arcana +12, History +12, Perception +8, Religion +8 - -**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** psychic - -**Condition Immunities** charmed, frightened - -**Senses** truesight 120 ft., passive Perception 18 - -**Languages** Common, Sphinx - -**Challenge** 11 (7,200 XP) - -***Inscrutable***. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. - -***Magic Weapons***. The sphinx's weapon attacks are magical. - -***Spellcasting***. The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: - -Cantrips (at will): *mage hand*, *minor illusion*, *prestidigitation* -1st level (4 slots): *detect magic*, *identify*, *shield* -2nd level (3 slots): *darkness*, *locate object*, *suggestion* -3rd level (3 slots): *dispel magic*, *remove curse*, *tongues* -4th level (3 slots): *banishment*, *greater invisibility* -5th level (1 slot): *legend lore* - -###### Actions - -***Multiattack***. The sphinx makes two claw attacks. - -***Claw***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage. - -###### Legendary Actions - -The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn. - -**Claw Attack**. The sphinx makes one claw attack. - -**Teleport (Costs 2 Actions)**. The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - -**Cast a Spell (Costs 3 Actions)**. The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. - -## Sprite - -*Tiny fey, neutral good* - -**Armor Class** 15 (leather armor) - -**Hit Points** 2 (1d4) - -**Speed** 10 ft., fly 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 3 (-4) | 18 (+4) | 10 (+0) | 14 (+2) | 13 (+1) | 11 (+0) | - -**Skills** Perception +3, Stealth +8 - -**Senses** passive Perception 13 - -**Languages** Common, Elvish, Sylvan - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Longsword***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage. - -***Shortbow***. *Ranged Weapon Attack:* +6 to hit, range 40/160 ft., one target. *Hit:* 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake. - -***Heart Sight***. The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. - -***Invisibility***. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it. - -## Stirge - -*Tiny beast, unaligned* - -**Armor Class** 14 (natural armor) - -**Hit Points** 2 (1d4) - -**Speed** 10 ft., fly 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|--------|--------| -| 4 (-3) | 16 (+3) | 11 (+0) | 2 (-4) | 8 (-1) | 6 (-2) | - -**Senses** darkvision 60 ft., passive Perception 9 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -###### Actions - -***Blood Drain***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 5 (1d4+3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4+3) hit points due to blood loss. - -The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge. - -## Succubus/Incubus - -*Medium fiend (shapechanger), neutral evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 66 (12d8+12) - -**Speed** 30 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 8 (-1) | 17 (+3) | 13 (+1) | 15 (+2) | 12 (+1) | 20 (+5) | - -**Skills** Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 - -**Damage Resistances** cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks - -**Senses** darkvision 60 ft., passive Perception 15 - -**Languages** Abyssal, Common, Infernal, telepathy 60 ft. - -**Challenge** 4 (1,100 XP) - -***Telepathic Bond***. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence. - -***Shapechanger***. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -###### Actions - -***Claw (Fiend Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) slashing damage. - -***Charm***. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. - -The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends. - -***Draining Kiss***. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 - -Constitution saving throw against this magic, taking 32 (5d10+5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. - -***Etherealness***. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa. \ No newline at end of file diff --git a/Documents/Monsters/Monsters W.md b/Documents/Monsters/Monsters W.md deleted file mode 100644 index 202d477..0000000 --- a/Documents/Monsters/Monsters W.md +++ /dev/null @@ -1,151 +0,0 @@ -# Monsters (W) - -## Wight - -*Medium undead, neutral evil* - -**Armor Class** 14 (studded leather) - -**Hit Points** 45 (6d8+18) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 15 (+2) | 14 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 15 (+2) | - -**Skills** Perception +3, Stealth +4 - -**Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - -**Damage Immunities** poison - -**Condition Immunities** exhaustion, poisoned - -**Senses** darkvision 60 ft., passive Perception 13 - -**Languages** the languages it knew in life - -**Challenge** 3 (700 XP) - -***Sunlight Sensitivity***. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Multiattack***. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack. - -***Life Drain***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6+2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. - -A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. - -***Longsword***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands. - -***Longbow***. *Ranged Weapon Attack:* +4 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8+2) piercing damage. - -## Will-o'-Wisp - -*Tiny undead, chaotic evil* - -**Armor Class** 19 - -**Hit Points** 22 (9d4) - -**Speed** 0 ft., fly 50 ft. (hover) - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 1 (-5) | 28 (+9) | 10 (+0) | 13 (+1) | 14 (+2) | 11 (+0) | - -**Damage Immunities** lightning, poison - -**Damage Resistances** acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - -**Condition Immunities** exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious - -**Senses** darkvision 120 ft., passive Perception 12 - -**Languages** the languages it knew in life - -**Challenge** 2 (450 XP) - -***Consume Life***. As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points. - -***Ephemeral***. The will-o'-wisp can't wear or carry anything. - -***Incorporeal Movement***. The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. - -***Variable Illumination***. The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action. - -###### Actions - -***Shock***. *Melee Spell Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 9 (2d8) lightning damage. - -***Invisibility***. The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell). - -## Wraith - -*Medium undead, neutral evil* - -**Armor Class** 13 - -**Hit Points** 67 (9d8+27) - -**Speed** 0 ft., fly 60 ft. (hover) - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 6 (-2) | 16 (+3) | 16 (+3) | 12 (+1) | 14 (+2) | 15 (+2) | - -**Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - -**Damage Immunities** necrotic, poison - -**Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained - -**Senses** darkvision 60 ft., passive Perception 12 - -**Languages** the languages it knew in life - -**Challenge** 5 (1,800 XP) - -***Incorporeal Movement***. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. - -***Sunlight Sensitivity***. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Life Drain***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 21 (4d8+3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. - -***Create Specter***. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time. - -## Wyvern - -*Large dragon, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 110 (13d10+39) - -**Speed** 20 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 19 (+4) | 10 (+0) | 16 (+3) | 5 (-3) | 12 (+1) | 6 (-2) | - -**Skills** Perception +4 - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** - - -**Challenge** 6 (2,300 XP) - -###### Actions - -***Multiattack***. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one creature. *Hit:* 11 (2d6+4) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage. - -***Stinger***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one creature. *Hit:* 11 (2d6+4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/Documents/Monsters/Monsters Y.md b/Documents/Monsters/Monsters Y.md deleted file mode 100644 index a2c044f..0000000 --- a/Documents/Monsters/Monsters Y.md +++ /dev/null @@ -1,3 +0,0 @@ -# Monsters (Y) - -None. \ No newline at end of file diff --git a/Documents/Monsters/Monsters Z.md b/Documents/Monsters/Monsters Z.md deleted file mode 100644 index b79cccf..0000000 --- a/Documents/Monsters/Monsters Z.md +++ /dev/null @@ -1,67 +0,0 @@ -# Monsters (Z) - -## Zombies - -### Zombie - -*Medium undead, neutral evil* - -**Armor Class** 8 - -**Hit Points** 22 (3d8+9) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 13 (+1) | 6 (-2) | 16 (+3) | 3 (-4) | 6 (-2) | 5 (-3) | - -**Saving Throws** Wis +0 - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** darkvision 60 ft., passive Perception 8 - -**Languages** understands the languages it knew in life but can't speak - -**Challenge** 1/4 (50 XP) - -***Undead Fortitude***. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. - -###### Actions - -***Slam***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) bludgeoning damage. - -### Ogre Zombie - -*Large undead, neutral evil* - -**Armor Class** 8 - -**Hit Points** 85 (9d10+36) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 19 (+4) | 6 (-2) | 18 (+4) | 3 (-4) | 6 (-2) | 5 (-3) | - -**Saving Throws** Wis +0 - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** darkvision 60 ft., passive Perception 8 - -**Languages** understands Common and Giant but can't speak - -**Challenge** 2 (450 XP) - -***Undead Fortitude***. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. - -###### Actions - -***Morningstar***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Mule (Creature).md b/Documents/Monsters/Mule (Creature).md new file mode 100644 index 0000000..1f54d8e --- /dev/null +++ b/Documents/Monsters/Mule (Creature).md @@ -0,0 +1,27 @@ +### Mule + +*Medium beast, unaligned* + +**Armor Class** 10 + +**Hit Points** 11 (2d8+2) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 14 (+2) | 10 (+0) | 13 (+1) | 2 (-4) | 10 (+0) | 5 (-3) | + +**Senses** passive Perception 10 + +**Languages** - + +**Challenge** 1/8 (25 XP) + +***Beast of Burden***. The mule is considered to be a Large animal for the purpose of determining its carrying capacity. + +***Sure-Footed***. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + +###### Actions + +***Hooves***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Mummy Lord.md b/Documents/Monsters/Mummy Lord.md new file mode 100644 index 0000000..67b30f3 --- /dev/null +++ b/Documents/Monsters/Mummy Lord.md @@ -0,0 +1,65 @@ +### Mummy Lord + +*Medium undead, lawful evil* + +**Armor Class** 17 (natural armor) + +**Hit Points** 97 (13d8+39) + +**Speed** 20 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 18 (+4) | 10 (+0) | 17 (+3) | 11 (+0) | 18 (+4) | 16 (+3) | + +**Saving Throws** Con +8, Int +5, Wis +9, Cha +8 + +**Skills** History +5, Religion +5 + +**Damage Vulnerabilities** fire + +**Damage Immunities** necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks + +**Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned + +**Senses** darkvision 60 ft., passive Perception 14 + +**Languages** the languages it knew in life + +**Challenge** 15 (13,000 XP) + +***Magic Resistance***. The mummy lord has advantage on saving throws against spells and other magical effects. + +***Rejuvenation***. A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart. + +***Spellcasting***. The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared: + +Cantrips (at will): *sacred flame*, *thaumaturgy* +1st level (4 slots): *command*, *guiding bolt*, *shield of faith* +2nd level (3 slots): *hold person*, *silence*, *spiritual weapon* +3rd level (3 slots): *animate dead*, *dispel magic* +4th level (3 slots): *divination*, *guardian of faith* +5th level (2 slots): *contagion*, *insect plague* +6th level (1 slot): *harm* + +###### Actions + +***Multiattack***. The mummy can use its Dreadful Glare and makes one attack with its rotting fist. + +***Rotting Fist***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 14 (3d6+4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the *remove curse* spell or other magic. + +***Dreadful Glare***. The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours. + +###### Legendary Actions + +The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn. + +**Attack**. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare. + +**Blinding Dust**. Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn. + +**Blasphemous Word (Costs 2 Actions)**. The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn. + +**Channel Negative Energy (Costs 2 Actions)**. The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn. + +**Whirlwind of Sand (Costs 2 Actions)**. The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession. \ No newline at end of file diff --git a/Documents/Monsters/Mummy.md b/Documents/Monsters/Mummy.md new file mode 100644 index 0000000..2f93cd6 --- /dev/null +++ b/Documents/Monsters/Mummy.md @@ -0,0 +1,37 @@ +### Mummy + +*Medium undead, lawful evil* + +**Armor Class** 11 (natural armor) + +**Hit Points** 58 (9d8+18) + +**Speed** 20 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|--------|---------|---------| +| 16 (+3) | 8 (-1) | 15 (+2) | 6 (-2) | 10 (+0) | 12 (+1) | + +**Saving Throws** Wis +2 + +**Damage Vulnerabilities** fire + +**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks + +**Damage Immunities** necrotic, poison + +**Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned + +**Senses** darkvision 60 ft., passive Perception 10 + +**Languages** the languages it knew in life + +**Challenge** 3 (700 XP) + +###### Actions + +***Multiattack***. The mummy can use its Dreadful Glare and makes one attack with its rotting fist. + +***Rotting Fist***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the *remove curse* spell or other magic. + +***Dreadful Glare***. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours. \ No newline at end of file diff --git a/Documents/Monsters/NPCs.md b/Documents/Monsters/NPCs.md deleted file mode 100644 index 756d5ae..0000000 --- a/Documents/Monsters/NPCs.md +++ /dev/null @@ -1,756 +0,0 @@ -# NPCs - -This section contains statistics for various humanoid non-player characters (NPCs) that adventurers might encounter during a campaign, including lowly commoners and mighty archmages. These stat blocks can be used to represent both human and nonhuman NPCs. - -# Customizing NPCs - -There are many easy ways to customize the NPCs in this appendix for your home campaign. - -***Racial Traits***. You can add racial traits to an NPC. For example, a halfling druid might have a speed of 25 feet and the Lucky trait. Adding racial traits to an NPC doesn't alter its challenge rating. For more on racial traits, see the *Player's Handbook*. - -***Spell Swaps***. One way to customize an NPC spellcaster is to replace one or more of its spells. You can substitute any spell on the NPC's spell list with a different spell of the same level from the same spell list. Swapping spells in this manner doesn't alter an NPC's challenge rating. - -***Armor and Weapon Swaps***. You can upgrade or downgrade an NPC's armor, or add or switch weapons. Adjustments to Armor Class and damage can change an NPC's challenge rating. - -***Magic Items***. The more powerful an NPC, the more likely it has one or more magic items in its possession. An archmage, for example, might have a magic staff or wand, as well as one or more potions and scrolls. Giving an NPC a potent damage-dealing magic item could alter its challenge rating. - -# Acolyte - -*Medium humanoid (any race), any alignment* - -**Armor Class** 10 - -**Hit Points** 9 (2d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 14 (+2) | 11 (+0) | - -**Skills** Medicine +4, Religion +2 - -**Senses** passive Perception 12 - -**Languages** any one language (usually Common) - -**Challenge** 1/4 (50 XP) - -***Spellcasting***. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: - -Cantrips (at will): *light*, *sacred flame*, *thaumaturgy* -1st level (3 slots): *bless*, *cure wounds*, *sanctuary* - -###### Actions - -***Club***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage. - -**Acolytes** are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities. - -# Archmage - -*Medium humanoid (any race), any alignment* - -**Armor Class** 12 (15 with *mage armor*) - -**Hit Points** 99 (18d8 + 18) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 14 (+2) | 12 (+1) | 20 (+5) | 15 (+2) | 16 (+3) | - -**Saving Throws** Int +9, Wis +6 - -**Skills** Arcana +13, History +13 - -**Damage Resistance** damage from spells; nonmagical bludgeoning, piercing, and slashing (from *stoneskin*) - -**Senses** passive Perception 12 - -**Languages** any six languages - -**Challenge** 12 (8,400 XP) - -***Magic Resistance***. The archmage has advantage on saving throws against spells and other magical effects. - -***Spellcasting***. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast *disguise self* and *invisibility* at will and has the following wizard spells prepared: - -Cantrips (at will): *fire bolt*, *light*, *mage hand*, *prestidigitation*, *shocking grasp* -1st level (4 slots): *detect magic*, *identify*, *mage armor*, *magic missile* -2nd level (3 slots): *detect thoughts*, *mirror image*, *misty step* -3rd level (3 slots): *counterspell*, *fly*, *lightning bolt* -4th level (3 slots): *banishment*, *fire shield*, *stoneskin* -5th level (3 slots): *cone of cold*, *scrying*, *wall of force* -6th level (1 slot): *globe of invulnerability* -7th level (1 slot): *teleport* -8th level (1 slot): *mind blank** -9th level (1 slot): *time stop* -\* The archmage casts these spells on itself before combat. - -###### Actions - -***Dagger***. *Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage. - -**Archmages** are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. - -An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers. - -# Assassin - -*Medium humanoid (any race), any non-good alignment* - -**Armor Class** 15 (studded leather) - -**Hit Points** 78 (12d8 + 24) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 11 (+0) | 16 (+3) | 14 (+2) | 13 (+1) | 11 (+0) | 10 (+0) | - -**Saving Throws** Dex +6, Int +4 - -**Skills** Acrobatics +6, Deception +3, Perception +3, Stealth +9 - -**Damage Resistances** poison - -**Senses** passive Perception 13 - -**Languages** Thieves' cant plus any two languages - -**Challenge** 8 (3,900 XP) - -***Assassinate***. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. - -***Evasion***. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. - -***Sneak Attack***. Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll. - -###### Actions - -***Multiattack***. The assassin makes two shortsword attacks. - -***Shortsword***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. - -***Light Crossbow***. *Ranged Weapon Attack:* +6 to hit, range 80/320 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. - -Trained in the use of poison, **assassins** are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them. - -# Bandit - -*Medium humanoid (any race), any non-lawful alignment* - -**Armor Class** 12 (leather armor) - -**Hit Points** 11 (2d8 + 2) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 11 (+0) | 12 (+1) | 12 (+1) | 10 (+0) | 10 (+0) | 10 (+0) | - -**Senses** passive Perception 10 - -**Languages** any one language (usually Common) - -**Challenge** 1/8 (25 XP) - -###### Actions - -***Scimitar***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) slashing damage. - -***Light Crossbow***. *Ranged Weapon Attack:* +3 to hit, range 80/320 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage. - -**Bandits** rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. - -**Pirates** are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels. - -# Bandit Captain - -*Medium humanoid (any race), any non-lawful alignment* - -**Armor Class** 15 (studded leather) - -**Hit Points** 65 (10d8 + 20) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 15 (+2) | 16 (+3) | 14 (+2) | 14 (+2) | 11 (+0) | 14 (+2) | - -**Saving Throws** Str +4, Dex +5, Wis +2 - -**Skills** Athletics +4, Deception +4 - -**Senses** passive Perception 10 - -**Languages** any two languages - -**Challenge** 2 (450 XP) - -###### Actions - -***Multiattack***. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers. - -***Scimitar***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage. - -***Dagger***. *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d4 + 2) piercing damage. - -###### Reactions - -***Parry***. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon. - -It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The **bandit captain** has these qualities in spades. - -In addition to managing a crew of selfish malcontents, the **pirate captain** is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. - -More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation. - -# Berserker - -*Medium humanoid (any race), any chaotic alignment* - -**Armor Class** 13 (hide armor) - -**Hit Points** 67 (9d8 + 27) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 16 (+3) | 12 (+1) | 17 (+3) | 9 (-1) | 11 (+0) | 9 (-1) | - -**Senses** passive Perception 10 - -**Languages** any one language (usually Common) - -**Challenge** 2 (450 XP) - -***Reckless***. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. - -###### Actions - -***Greataxe***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 9 (1d12 + 3) slashing damage. - -Hailing from uncivilized lands, unpredictable **berserkers** come together in war parties and seek conflict wherever they can find it. - -# Commoner - -*Medium humanoid (any race), any alignment* - -**Armor Class** 10 - -**Hit Points** 4 (1d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | - -**Senses** passive Perception 10 - -**Languages** any one language (usually Common) - -**Challenge** 0 (10 XP) - -###### Actions - -***Club***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage. - -**Commoners** include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. - -# Cultist - -*Medium humanoid (any race), any non-good alignment* - -**Armor Class** 12 (leather armor) - -**Hit Points** 9 (2d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 11 (+0) | 12 (+1) | 10 (+0) | 10 (+0) | 11 (+0) | 10 (+0) | - -**Skills** Deception +2, Religion +2 - -**Senses** passive Perception 10 - -**Languages** any one language (usually Common) - -**Challenge** 1/8 (25 XP) - -***Dark Devotion***. The cultist has advantage on saving throws against being charmed or frightened. - -###### Actions - -***Scimitar***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 4 (1d6 + 1) slashing damage. - -**Cultists** swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. - -# Cult Fanatic - -*Medium humanoid (any race), any non-good alignment* - -**Armor Class** 13 (leather armor) - -**Hit Points** 33 (6d8 + 6) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 11 (+0) | 14 (+2) | 12 (+1) | 10 (+0) | 13 (+1) | 14 (+2) | - -**Skills** Deception +4, Persuasion +4, Religion +2 - -**Senses** passive Perception 11 - -**Languages** any one language (usually Common) - -**Challenge** 2 (450 XP) - -***Dark Devotion***. The fanatic has advantage on saving throws against being charmed or frightened. - -***Spellcasting***. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: - -Cantrips (at will): *light*, *sacred flame*, *thaumaturgy* -1st level (4 slots): *command*, *inflict wounds*, *shield of faith* -2nd level (3 slots): *hold person*, *spiritual weapon* - -###### Actions - -***Multiattack***. The fanatic makes two melee attacks. - -***Dagger***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one creature. *Hit:* 4 (1d4 + 2) piercing damage. - -**Fanatics** are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. - -# Druid - -*Medium humanoid (any race), any alignment* - -**Armor Class** 11 (16 with *barkskin*) - -**Hit Points** 27 (5d8 + 5) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 12 (+1) | 13 (+1) | 12 (+1) | 15 (+2) | 11 (+0) | - -**Skills** Medicine +4, Nature +3, Perception +4 - -**Senses** passive Perception 14 - -**Languages** Druidic plus any two languages - -**Challenge** 2 (450 XP) - -***Spellcasting***. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: - -Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh* -1st level (4 slots): *entangle*, *longstrider*, *speak with animals*, *thunderwave* -2nd level (3 slots): *animal messenger*, *barkskin* - -###### Actions - -***Quarterstaff***. *Melee Weapon Attack:* +2 to hit (+4 to hit with *shillelagh*), reach 5 ft., one target. *Hit:* 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with *shillelagh*. - -**Druids** dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are **tribal shamans** who heal the sick, pray to animal spirits, and provide spiritual guidance. - -# Gladiator - -*Medium humanoid (any race), any alignment* - -**Armor Class** 16 (studded leather, shield) - -**Hit Points** 112 (15d8 + 45) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 12 (+1) | 15 (+2) | - -**Saving Throws** Str +7, Dex +5, Con +6 - -**Skills** Athletics +10, Intimidation +5 - -**Senses** passive Perception 11 - -**Languages** any one language (usually Common) - -**Challenge** 5 (1,800 XP) - -***Brave***. The gladiator has advantage on saving throws against being frightened. - -***Brute***. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack). - -###### Actions - -***Multiattack***. The gladiator makes three melee attacks or two ranged attacks. - -***Spear***. *Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. and range 20/60 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. - -***Shield Bash***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. - -###### Reactions - -***Parry***. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon. - -**Gladiators** battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death. - -# Guard - -*Medium humanoid (any race), any alignment* - -**Armor Class** 16 (chain shirt, shield) - -**Hit Points** 11 (2d8 + 2) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 13 (+1) | 12 (+1) | 12 (+1) | 10 (+0) | 11 (+0) | 10 (+0) | - -**Skills** Perception +2 - -**Senses** passive Perception 12 - -**Languages** any one language (usually Common) - -**Challenge** 1/8 (25 XP) - -###### Actions - -***Spear***. *Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. - -**Guards** include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. - -# Knight - -*Medium humanoid (any race), any alignment* - -**Armor Class** 18 (plate) - -**Hit Points** 52 (8d8 + 16) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 11 (+0) | 14 (+2) | 11 (+0) | 11 (+0) | 15 (+2) | - -**Saving Throws** Con +4, Wis +2 - -**Senses** passive Perception 10 - -**Languages** any one language (usually Common) - -**Challenge** 3 (700 XP) - -***Brave***. The knight has advantage on saving throws against being frightened. - -###### Actions - -***Multiattack***. The knight makes two melee attacks. - -***Greatsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage. - -***Heavy Crossbow***. *Ranged Weapon Attack:* +2 to hit, range 100/400 ft., one target. *Hit:* 5 (1d10) piercing damage. - -***Leadership (Recharges after a Short or Long Rest)***. For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. - -###### Reactions - -***Parry***. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon. - -**Knights** are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners. - -# Mage - -*Medium humanoid (any race), any alignment* - -**Armor Class** 12 (15 with *mage armor*) - -**Hit Points** 40 (9d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 9 (-1) | 14 (+2) | 11 (+0) | 17 (+3) | 12 (+1) | 11 (+0) | - -**Saving Throws** Int +6, Wis +4 - -**Skills** Arcana +6, History +6 - -**Senses** passive Perception 11 - -**Languages** any four languages - -**Challenge** 6 (2,300 XP) - -***Spellcasting***. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: - -Cantrips (at will): *fire bolt*, *light*, *mage hand*, *prestidigitation* -1st level (4 slots): *detect magic*, *mage armor*, *magic missile*, *shield* -2nd level (3 slots): *misty step*, *suggestion* -3rd level (3 slots): *counterspell*, *fireball*, *fly* -4th level (3 slots): *greater invisibility*, *ice storm* -5th level (1 slot): *cone of cold* - -###### Actions - -***Dagger***. *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d4 + 1) piercing damage. - -**Mages** spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference. - -# Noble - -*Medium humanoid (any race), any alignment* - -**Armor Class** 15 (breastplate) - -**Hit Points** 9 (2d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 11 (+0) | 12 (+1) | 11 (+0) | 12 (+1) | 14 (+2) | 16 (+3) | - -**Skills** Deception +5, Insight +4, Persuasion +5 - -**Senses** passive Perception 12 - -**Languages** any two languages - -**Challenge** 1/8 (25 XP) - -###### Actions - -***Rapier***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage. - -###### Reactions - -***Parry***. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon. - -**Nobles** wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. - -The noble's statistics can also be used to represent **courtiers** who aren't of noble birth. - -# Priest - -*Medium humanoid (any race), any alignment* - -**Armor Class** 13 (chain shirt) - -**Hit Points** 27 (5d8 + 5) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 10 (+0) | 12 (+1) | 13 (+1) | 16 (+3) | 13 (+1) | - -**Skills** Medicine +7, Persuasion +3, Religion +5 - -**Senses** passive Perception 13 - -**Languages** any two languages - -**Challenge** 2 (450 XP) - -***Divine Eminence***. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. - -***Spellcasting***. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: - -Cantrips (at will): *light*, *sacred flame*, *thaumaturgy* -1st level (4 slots): *cure wounds*, *guiding bolt*, *sanctuary* -2nd level (3 slots): *lesser restoration*, *spiritual weapon* -3rd level (2 slots): *dispel magic*, *spirit guardians* - -###### Actions - -***Mace***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) bludgeoning damage. - -**Priests** bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. - -A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties. - -# Scout - -*Medium humanoid (any race), any alignment* - -**Armor Class** 13 (leather armor) - -**Hit Points** 16 (3d8 + 3) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 11 (+0) | 14 (+2) | 12 (+1) | 11 (+0) | 13 (+1) | 11 (+0) | - -**Skills** Nature +4, Perception +5, Stealth +6, Survival +5 - -**Senses** passive Perception 15 - -**Languages** any one language (usually Common) - -**Challenge** 1/2 (100 XP) - -***Keen Hearing and Sight***. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. - -###### Actions - -***Multiattack***. The scout makes two melee attacks or two ranged attacks. - -***Shortsword***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage. - -***Longbow***. *Ranged Weapon Attack:* +4 to hit, ranged 150/600 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage. - -**Scouts** are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. - -# Spy - -*Medium humanoid (any race), any alignment* - -**Armor Class** 12 - -**Hit Points** 27 (6d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 15 (+2) | 10 (+0) | 12 (+1) | 14 (+2) | 16 (+3) | - -**Skills** Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 - -**Senses** passive Perception 16 - -**Languages** any two languages - -**Challenge** 1 (200 XP) - -***Cunning Action***. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. - -***Sneak Attack (1/Turn)***. The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll. - -###### Actions - -***Multiattack***. The spy makes two melee attacks. - -***Shortsword***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage. - -***Hand Crossbow***. *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage. - -Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spies** to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers. - -# Thug - -*Medium humanoid (any race), any non-good alignment* - -**Armor Class** 11 (leather armor) - -**Hit Points** 32 (5d8 + 10) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 15 (+2) | 11 (+0) | 14 (+2) | 10 (+0) | 10 (+0) | 11 (+0) | - -**Skills** Intimidation +2 - -**Senses** passive Perception 10 - -**Languages** any one language (usually Common) - -**Challenge** 1/2 (100 XP) - -***Pack Tactics***. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Multiattack***. The thug makes two melee attacks. - -***Mace***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6 + 2) bludgeoning damage. - -***Heavy Crossbow***. *Ranged Weapon Attack:* +2 to hit, range 100/400 ft., one target. *Hit:* 5 (1d10) piercing damage. - -**Thugs** are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples. - -# Tribal Warrior - -*Medium humanoid (any race), any alignment* - -**Armor Class** 12 (hide armor) - -**Hit Points** 11 (2d8 + 2) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 13 (+1) | 11 (+0) | 12 (+1) | 8 (-1) | 11 (+0) | 8 (-1) | - -**Senses** passive Perception 10 - -**Languages** any one language - -**Challenge** 1/8 (25 XP) - -***Pack Tactics***. The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Spear***. *Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. - -**Tribal warriors** live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods. - -# Veteran - -*Medium humanoid (any race), any alignment* - -**Armor Class** 17 (splint) - -**Hit Points** 58 (9d8 + 18) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) | - -**Skills** Athletics +5, Perception +2 - -**Senses** passive Perception 12 - -**Languages** any one language (usually Common) - -**Challenge** 3 (700 XP) - -###### Actions - -***Multiattack***. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. - -***Longsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. - -***Shortsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage. - -***Heavy Crossbow***. *Ranged Weapon Attack:* +3 to hit, range 100/400 ft., one target. *Hit:* 6 (1d10 + 1) piercing damage. - -**Veterans** are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves. diff --git a/Documents/Monsters/Nalfeshnee (Demon).md b/Documents/Monsters/Nalfeshnee (Demon).md new file mode 100644 index 0000000..2fe6ab8 --- /dev/null +++ b/Documents/Monsters/Nalfeshnee (Demon).md @@ -0,0 +1,41 @@ +### Nalfeshnee (Demon) + +*Large fiend (demon), chaotic evil* + +**Armor Class** 18 (natural armor) + +**Hit Points** 184 (16d10+96) + +**Speed** 20 ft., fly 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 21 (+5) | 10 (+0) | 22 (+6) | 19 (+4) | 12 (+1) | 15 (+2) | + +**Saving Throws** Con +11, Int +9, Wis +6, Cha +7 + +**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + +**Damage Immunities** poison + +**Condition Immunities** poisoned + +**Senses** truesight 120 ft., passive Perception 11 + +**Languages** Abyssal, telepathy 120 ft. + +**Challenge** 13 (10,000 XP) + +***Magic Resistance***. The nalfeshnee has advantage on saving throws against spells and other magical effects. + +###### Actions + +***Multiattack***. The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 32 (5d10+5) piercing damage. + +***Claw***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 15 (3d6+5) slashing damage. + +***Horror Nimbus (Recharge 5-6)***. The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours. + +***Teleport***. The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \ No newline at end of file diff --git a/Documents/Monsters/Night Hag.md b/Documents/Monsters/Night Hag.md new file mode 100644 index 0000000..bb474f2 --- /dev/null +++ b/Documents/Monsters/Night Hag.md @@ -0,0 +1,43 @@ +### Night Hag + +*Medium fiend, neutral evil* + +**Armor Class** 17 (natural armor) + +**Hit Points** 112 (15d8+45) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 18 (+4) | 15 (+2) | 16 (+3) | 16 (+3) | 14 (+2) | 16 (+3) | + +**Skills** Deception +7, Insight +6, Perception +6, Stealth +6 + +**Damage Resistances** cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons + +**Condition Immunities** charmed + +**Senses** darkvision 120 ft., passive Perception 16 + +**Languages** Abyssal, Common, Infernal, Primordial + +**Challenge** 5 (1,800 XP) + +***Innate Spellcasting***. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material Components + +At will: *detect magic*, *magic missile* + +2/day each: *plane shift* (self only), *ray of enfeeblement*, *sleep* + +***Magic Resistance***. The hag has advantage on saving throws against spells and other magical effects. + +###### Actions + +***Claws (Hag Form Only)***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage. + +***Change Shape***. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. + +***Etherealness***. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a *heartstone* in her possession. + +***Nightmare Haunting (1/Day)***. While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A *protection from evil and good* spell cast on the target prevents this contact, as does a *magic circle*. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's *soul bag*. The reduction to the target's hit point maximum lasts until removed by the *greater restoration* spell or similar magic. \ No newline at end of file diff --git a/Documents/Monsters/Nightmare.md b/Documents/Monsters/Nightmare.md new file mode 100644 index 0000000..4a63e36 --- /dev/null +++ b/Documents/Monsters/Nightmare.md @@ -0,0 +1,31 @@ +## Nightmare + +*Large fiend, neutral evil* + +**Armor Class** 13 (natural armor) + +**Hit Points** 68 (8d10+24) + +**Speed** 60 ft., fly 90 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 15 (+2) | + +**Damage Immunities** fire + +**Senses** passive Perception 11 + +**Languages** understands Abyssal, Common, and Infernal but can't speak + +**Challenge** 3 (700 XP) + +***Confer Fire Resistance***. The nightmare can grant resistance to fire damage to anyone riding it. + +***Illumination***. The nightmare sheds bright light in a 10- foot radius and dim light for an additional 10 feet. + +###### Actions + +***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage plus 7 (2d6) fire damage. + +***Ethereal Stride***. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa. \ No newline at end of file diff --git a/Documents/Monsters/Noble (NPC).md b/Documents/Monsters/Noble (NPC).md new file mode 100644 index 0000000..d9bd6d0 --- /dev/null +++ b/Documents/Monsters/Noble (NPC).md @@ -0,0 +1,33 @@ +### Noble + +*Medium humanoid (any race), any alignment* + +**Armor Class** 15 (breastplate) + +**Hit Points** 9 (2d8) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 11 (+0) | 12 (+1) | 11 (+0) | 12 (+1) | 14 (+2) | 16 (+3) | + +**Skills** Deception +5, Insight +4, Persuasion +5 + +**Senses** passive Perception 12 + +**Languages** any two languages + +**Challenge** 1/8 (25 XP) + +###### Actions + +***Rapier***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage. + +###### Reactions + +***Parry***. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon. + +**Nobles** wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. + +The noble's statistics can also be used to represent **courtiers** who aren't of noble birth. \ No newline at end of file diff --git a/Documents/Monsters/Ochre Jelly (Ooze).md b/Documents/Monsters/Ochre Jelly (Ooze).md new file mode 100644 index 0000000..df9864b --- /dev/null +++ b/Documents/Monsters/Ochre Jelly (Ooze).md @@ -0,0 +1,37 @@ +### Ochre Jelly (Ooze) + +*Large ooze, unaligned* + +**Armor Class** 8 + +**Hit Points** 45 (6d10+12) + +**Speed** 10 ft., climb 10 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|--------|--------|--------| +| 15 (+2) | 6 (-2) | 14 (+2) | 2 (-4) | 6 (-2) | 1 (-5) | + +**Damage Resistances** acid + +**Damage Immunities** lightning, slashing + +**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone + +**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 + +**Languages** - + +**Challenge** 2 (450 XP) + +***Amorphous***. The jelly can move through a space as narrow as 1 inch wide without squeezing. + +***Spider Climb***. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + +###### Actions + +***Pseudopod***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6+2) bludgeoning damage plus 3 (1d6) acid damage. + +###### Reactions + +***Split***. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly. \ No newline at end of file diff --git a/Documents/Monsters/Octopus (Creature).md b/Documents/Monsters/Octopus (Creature).md new file mode 100644 index 0000000..1da36da --- /dev/null +++ b/Documents/Monsters/Octopus (Creature).md @@ -0,0 +1,33 @@ +### Octopus + +*Small beast, unaligned* + +**Armor Class** 12 + +**Hit Points** 3 (1d6) + +**Speed** 5 ft., swim 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|--------|---------|--------| +| 4 (-3) | 15 (+2) | 11 (+0) | 3 (-4) | 10 (+0) | 4 (-3) | + +**Skills** Perception +2, Stealth +4 + +**Senses** darkvision 30 ft., passive Perception 12 + +**Languages** - + +**Challenge** 0 (10 XP) + +***Hold Breath***. While out of water, the octopus can hold its breath for 30 minutes. + +***Underwater Camouflage***. The octopus has advantage on Dexterity (Stealth) checks made while underwater. + +***Water Breathing***. The octopus can breathe only underwater. + +###### Actions + +***Tentacles***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target. + +***Ink Cloud (Recharges after a Short or Long Rest)***. A 5- foot radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. \ No newline at end of file diff --git a/Documents/Monsters/Ogre Zombie.md b/Documents/Monsters/Ogre Zombie.md new file mode 100644 index 0000000..391f6c1 --- /dev/null +++ b/Documents/Monsters/Ogre Zombie.md @@ -0,0 +1,31 @@ +### Ogre Zombie + +*Large undead, neutral evil* + +**Armor Class** 8 + +**Hit Points** 85 (9d10+36) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|--------|--------|--------| +| 19 (+4) | 6 (-2) | 18 (+4) | 3 (-4) | 6 (-2) | 5 (-3) | + +**Saving Throws** Wis +0 + +**Damage Immunities** poison + +**Condition Immunities** poisoned + +**Senses** darkvision 60 ft., passive Perception 8 + +**Languages** understands Common and Giant but can't speak + +**Challenge** 2 (450 XP) + +***Undead Fortitude***. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. + +###### Actions + +***Morningstar***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Ogre.md b/Documents/Monsters/Ogre.md new file mode 100644 index 0000000..3af0273 --- /dev/null +++ b/Documents/Monsters/Ogre.md @@ -0,0 +1,25 @@ +## Ogre + +*Large giant, chaotic evil* + +**Armor Class** 11 (hide armor) + +**Hit Points** 59 (7d10+21) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|--------|--------|--------| +| 19 (+4) | 8 (-1) | 16 (+3) | 5 (-3) | 7 (-2) | 7 (-2) | + +**Senses** darkvision 60 ft., passive Perception 8 + +**Languages** Common, Giant + +**Challenge** 2 (450 XP) + +###### Actions + +***Greatclub***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage. + +***Javelin***. *Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 11 (2d6+4) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Oni.md b/Documents/Monsters/Oni.md new file mode 100644 index 0000000..33ecd20 --- /dev/null +++ b/Documents/Monsters/Oni.md @@ -0,0 +1,43 @@ +## Oni + +*Large giant, lawful evil* + +**Armor Class** 16 (chain mail) + +**Hit Points** 110 (13d10+39) + +**Speed** 30 ft., fly 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 19 (+4) | 11 (+0) | 16 (+3) | 14 (+2) | 12 (+1) | 15 (+2) | + +**Saving Throws** Dex +3, Con +6, Wis +4, Cha +5 + +**Skills** Arcana +5, Deception +8, Perception +4 + +**Senses** darkvision 60 ft., passive Perception 14 + +**Languages** Common, Giant + +**Challenge** 7 (2,900 XP) + +***Innate Spellcasting***. The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material Components + +At will: *darkness*, *invisibility* + +1/day each: *charm person*, *cone of cold*, *gaseous form*, *sleep* + +***Magic Weapons***. The oni's weapon attacks are magical. + +***Regeneration***. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point. + +###### Actions + +***Multiattack***. The oni makes two attacks, either with its claws or its glaive. + +***Claw (Oni Form Only)***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8+4) slashing damage. + +***Glaive***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10+4) slashing damage, or 9 (1d10+4) slashing damage in Small or Medium form. + +***Change Shape***. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size. \ No newline at end of file diff --git a/Documents/Monsters/Orc.md b/Documents/Monsters/Orc.md new file mode 100644 index 0000000..d89aa64 --- /dev/null +++ b/Documents/Monsters/Orc.md @@ -0,0 +1,29 @@ +## Orc + +*Medium humanoid (orc), chaotic evil* + +**Armor Class** 13 (hide armor) + +**Hit Points** 15 (2d8+6) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|---------| +| 16 (+3) | 12 (+1) | 16 (+3) | 7 (-2) | 11 (+0) | 10 (+0) | + +**Skills** Intimidation +2 + +**Senses** darkvision 60 ft., passive Perception 10 + +**Languages** Common, Orc + +**Challenge** 1/2 (100 XP) + +***Aggressive***. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. + +###### Actions + +***Greataxe***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 9 (1d12+3) slashing damage. + +***Javelin***. *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 6 (1d6+3) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Otyugh.md b/Documents/Monsters/Otyugh.md new file mode 100644 index 0000000..335e1be --- /dev/null +++ b/Documents/Monsters/Otyugh.md @@ -0,0 +1,33 @@ +## Otyugh + +*Large aberration, neutral* + +**Armor Class** 14 (natural armor) + +**Hit Points** 114 (12d10+48) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 16 (+3) | 11 (+0) | 19 (+4) | 6 (-2) | 13 (+1) | 6 (-2) | + +**Saving Throws** Con +7 + +**Senses** darkvision 120 ft., passive Perception 11 + +**Languages** Otyugh + +**Challenge** 5 (1,800 XP) + +***Limited Telepathy***. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond. + +###### Actions + +***Multiattack***. The otyugh makes three attacks: one with its bite and two with its tentacles. + +***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 12 (2d8+3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. + +***Tentacle***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 7 (1d8+3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target. + +***Tentacle Slam***. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6+3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. \ No newline at end of file diff --git a/Documents/Monsters/Owl (Creature).md b/Documents/Monsters/Owl (Creature).md new file mode 100644 index 0000000..cb77653 --- /dev/null +++ b/Documents/Monsters/Owl (Creature).md @@ -0,0 +1,29 @@ +### Owl + +*Tiny beast, unaligned* + +**Armor Class** 11 + +**Hit Points** 1 (1d4-1) + +**Speed** 5 ft., fly 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|--------|--------|---------|--------| +| 3 (-4) | 13 (+1) | 8 (-1) | 2 (-4) | 12 (+1) | 7 (-2) | + +**Skills** Perception +3, Stealth +3 + +**Senses** darkvision 120 ft., passive Perception 13 + +**Languages** - + +**Challenge** 0 (10 XP) + +***Flyby***. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. + +***Keen Hearing and Sight***. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. + +###### Actions + +***Talons***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage. \ No newline at end of file diff --git a/Documents/Monsters/Owlbear.md b/Documents/Monsters/Owlbear.md new file mode 100644 index 0000000..0d63f6b --- /dev/null +++ b/Documents/Monsters/Owlbear.md @@ -0,0 +1,31 @@ +## Owlbear + +*Large monstrosity, unaligned* + +**Armor Class** 13 (natural armor) + +**Hit Points** 59 (7d10+21) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 20 (+5) | 12 (+1) | 17 (+3) | 3 (-4) | 12 (+1) | 7 (-2) | + +**Skills** Perception +3 + +**Senses** darkvision 60 ft., passive Perception 13 + +**Languages** - + +**Challenge** 3 (700 XP) + +***Keen Sight and Smell***. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. + +###### Actions + +***Multiattack***. The owlbear makes two attacks: one with its beak and one with its claws. + +***Beak***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 10 (1d10+5) piercing damage. + +***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) slashing damage. \ No newline at end of file diff --git a/Documents/Monsters/Panther (Creature).md b/Documents/Monsters/Panther (Creature).md new file mode 100644 index 0000000..10f908a --- /dev/null +++ b/Documents/Monsters/Panther (Creature).md @@ -0,0 +1,31 @@ +### Panther + +*Medium beast, unaligned* + +**Armor Class** 12 + +**Hit Points** 13 (3d8) + +**Speed** 50 ft., climb 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 14 (+2) | 15 (+2) | 10 (+0) | 3 (-4) | 14 (+2) | 7 (-2) | + +**Skills** Perception +4, Stealth +6 + +**Senses** passive Perception 14 + +**Languages** - + +**Challenge** 1/4 (50 XP) + +***Keen Smell***. The panther has advantage on Wisdom (Perception) checks that rely on smell. + +***Pounce***. If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. + +***Claw***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) slashing damage. \ No newline at end of file diff --git a/Documents/Monsters/Pegasus.md b/Documents/Monsters/Pegasus.md new file mode 100644 index 0000000..f05b100 --- /dev/null +++ b/Documents/Monsters/Pegasus.md @@ -0,0 +1,27 @@ +## Pegasus + +*Large celestial, chaotic good* + +**Armor Class** 12 + +**Hit Points** 59 (7d10+21) + +**Speed** 60 ft., fly 90 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 15 (+2) | 13 (+1) | + +**Saving Throws** Dex +4, Wis +4, Cha +3 + +**Skills** Perception +6 + +**Senses** passive Perception 16 + +**Languages** understands Celestial, Common, Elvish, and Sylvan but can't speak + +**Challenge** 2 (450 XP) + +###### Actions + +***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Phase Spider (Creature).md b/Documents/Monsters/Phase Spider (Creature).md new file mode 100644 index 0000000..2e44f46 --- /dev/null +++ b/Documents/Monsters/Phase Spider (Creature).md @@ -0,0 +1,33 @@ +### Phase Spider + +*Large monstrosity, unaligned* + +**Armor Class** 13 (natural armor) + +**Hit Points** 32 (5d10+5) + +**Speed** 30 ft., climb 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 15 (+2) | 15 (+2) | 12 (+1) | 6 (-2) | 10 (+0) | 6 (-2) | + +**Skills** Stealth +6 + +**Senses** darkvision 60 ft., passive Perception 10 + +**Languages** - + +**Challenge** 3 (700 XP) + +***Ethereal Jaunt***. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa. + +***Spider Climb***. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + +***Web Walker***. The spider ignores movement restrictions caused by webbing. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 7 (1d10+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + +A **phase spider** possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport. \ No newline at end of file diff --git a/Documents/Monsters/Pit Fiend (Devil).md b/Documents/Monsters/Pit Fiend (Devil).md new file mode 100644 index 0000000..2f6a977 --- /dev/null +++ b/Documents/Monsters/Pit Fiend (Devil).md @@ -0,0 +1,51 @@ +### Pit Fiend (Devil) + +*Large fiend (devil), lawful evil* + +**Armor Class** 19 (natural armor) + +**Hit Points** 300 (24d10+168) + +**Speed** 30 ft., fly 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 26 (+8) | 14 (+2) | 24 (+7) | 22 (+6) | 18 (+4) | 24 (+7) | + +**Saving Throws** Dex +8, Con +13, Wis +10 + +**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + +**Damage Immunities** fire, poison + +**Condition Immunities** poisoned + +**Senses** truesight 120 ft., passive Perception 14 + +**Languages** Infernal, telepathy 120 ft. + +**Challenge** 20 (25,000 XP) + +***Fear Aura***. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours. + +***Magic Resistance***. The pit fiend has advantage on saving throws against spells and other magical effects. + +***Magic Weapons***. The pit fiend's weapon attacks are magical. + +***Innate Spellcasting***. The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material Components + +At will: *detect magic*, *fireball* + +3/day each: *hold monster*, *wall of fire* + +###### Actions + +***Multiattack***. The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail. + +***Bite***. *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 22 (4d6+8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + +***Claw***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 17 (2d8+8) slashing damage. + +***Mace***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (2d6+8) bludgeoning damage plus 21 (6d6) fire damage. + +***Tail***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 24 (3d10+8) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Planetar (Angel).md b/Documents/Monsters/Planetar (Angel).md new file mode 100644 index 0000000..522afd2 --- /dev/null +++ b/Documents/Monsters/Planetar (Angel).md @@ -0,0 +1,49 @@ +### Planetar (Angel) + +*Large celestial, lawful good* + +**Armor Class** 19 (natural armor) + +**Hit Points** 200 (16d10+112) + +**Speed** 40 ft., fly 120 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 24 (+7) | 20 (+5) | 24 (+7) | 19 (+4) | 22 (+6) | 25 (+7) | + +**Saving Throws** Con +12, Wis +11, Cha +12 + +**Skills** Perception +11 + +**Damage Resistances** radiant; bludgeoning, piercing, and slashing from nonmagical attacks + +**Condition Immunities** charmed, exhaustion, frightened + +**Senses** truesight 120 ft., passive Perception 21 + +**Languages** all, telepathy 120 ft. + +**Challenge** 16 (15,000 XP) + +***Angelic Weapons***. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack). + +***Divine Awareness***. The planetar knows if it hears a lie. + +***Innate Spellcasting***. The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material Components + +At will: *detect evil and good*, *invisibility* (self only) + +3/day each: *blade barrier*, *dispel evil and good*, *flame strike*, *raise dead* + +1/day each: *commune*, *control weather*, *insect plague* + +***Magic Resistance***. The planetar has advantage on saving throws against spells and other magical effects. + +###### Actions + +***Multiattack***. The planetar makes two melee attacks. + +***Greatsword***. *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 21 (4d6+7) slashing damage plus 22 (5d8) radiant damage. + +***Healing Touch (4/Day)***. The planetar touches another creature. The target magically regains 30 (6d8+3) hit points and is freed from any curse, disease, poison, blindness, or deafness. \ No newline at end of file diff --git a/Documents/Monsters/Plesiosaurus (Dinosaur).md b/Documents/Monsters/Plesiosaurus (Dinosaur).md new file mode 100644 index 0000000..6d79411 --- /dev/null +++ b/Documents/Monsters/Plesiosaurus (Dinosaur).md @@ -0,0 +1,27 @@ +### Plesiosaurus (Dinosaur) + +*Large beast, unaligned* + +**Armor Class** 13 (natural armor) + +**Hit Points** 68 (8d10+24) + +**Speed** 20 ft., swim 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 18 (+4) | 15 (+2) | 16 (+3) | 2 (-4) | 12 (+1) | 5 (-3) | + +**Skills** Perception +3, Stealth +4 + +**Senses** passive Perception 13 + +**Languages** - + +**Challenge** 2 (450 XP) + +***Hold Breath***. The plesiosaurus can hold its breath for 1 hour. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 14 (3d6+4) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Poisonous Snake (Creature).md b/Documents/Monsters/Poisonous Snake (Creature).md new file mode 100644 index 0000000..ff04a57 --- /dev/null +++ b/Documents/Monsters/Poisonous Snake (Creature).md @@ -0,0 +1,23 @@ +### Poisonous Snake + +*Tiny beast, unaligned* + +**Armor Class** 13 + +**Hit Points** 2 (1d4) + +**Speed** 30 ft., swim 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|--------|---------|--------| +| 2 (-4) | 16 (+3) | 11 (+0) | 1 (-5) | 10 (+0) | 3 (-4) | + +**Senses** blindsight 10 ft., passive Perception 10 + +**Languages** - + +**Challenge** 1/8 (25 XP) + +###### Actions + +***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/Documents/Monsters/Polar Bear (Creature).md b/Documents/Monsters/Polar Bear (Creature).md new file mode 100644 index 0000000..16c681a --- /dev/null +++ b/Documents/Monsters/Polar Bear (Creature).md @@ -0,0 +1,31 @@ +### Polar Bear + +*Large beast, unaligned* + +**Armor Class** 12 (natural armor) + +**Hit Points** 42 (5d10+15) + +**Speed** 40 ft., swim 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 20 (+5) | 10 (+0) | 16 (+3) | 2 (-4) | 13 (+1) | 7 (-2) | + +**Skills** Perception +3 + +**Senses** passive Perception 13 + +**Languages** - + +**Challenge** 2 (450 XP) + +***Keen Smell***. The bear has advantage on Wisdom (Perception) checks that rely on smell. + +###### Actions + +***Multiattack***. The bear makes two attacks: one with its bite and one with its claws. + +***Bite***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 9 (1d8+5) piercing damage. + +***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 12 (2d6+5) slashing damage. \ No newline at end of file diff --git a/Documents/Monsters/Pony (Creature).md b/Documents/Monsters/Pony (Creature).md new file mode 100644 index 0000000..0b5d155 --- /dev/null +++ b/Documents/Monsters/Pony (Creature).md @@ -0,0 +1,23 @@ +### Pony + +*Medium beast, unaligned* + +**Armor Class** 10 + +**Hit Points** 11 (2d8+2) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 15 (+2) | 10 (+0) | 13 (+1) | 2 (-4) | 11 (+0) | 7 (-2) | + +**Senses** passive Perception 10 + +**Languages** - + +**Challenge** 1/8 (25 XP) + +###### Actions + +***Hooves***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Priest (NPC).md b/Documents/Monsters/Priest (NPC).md new file mode 100644 index 0000000..c55672b --- /dev/null +++ b/Documents/Monsters/Priest (NPC).md @@ -0,0 +1,38 @@ +### Priest + +*Medium humanoid (any race), any alignment* + +**Armor Class** 13 (chain shirt) + +**Hit Points** 27 (5d8 + 5) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 10 (+0) | 10 (+0) | 12 (+1) | 13 (+1) | 16 (+3) | 13 (+1) | + +**Skills** Medicine +7, Persuasion +3, Religion +5 + +**Senses** passive Perception 13 + +**Languages** any two languages + +**Challenge** 2 (450 XP) + +***Divine Eminence***. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. + +***Spellcasting***. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: + +Cantrips (at will): *light*, *sacred flame*, *thaumaturgy* +1st level (4 slots): *cure wounds*, *guiding bolt*, *sanctuary* +2nd level (3 slots): *lesser restoration*, *spiritual weapon* +3rd level (2 slots): *dispel magic*, *spirit guardians* + +###### Actions + +***Mace***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) bludgeoning damage. + +**Priests** bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. + +A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties. \ No newline at end of file diff --git a/Documents/Monsters/Pseudodragon.md b/Documents/Monsters/Pseudodragon.md new file mode 100644 index 0000000..73ecf9d --- /dev/null +++ b/Documents/Monsters/Pseudodragon.md @@ -0,0 +1,33 @@ +## Pseudodragon + +*Tiny dragon, neutral good* + +**Armor Class** 13 (natural armor) + +**Hit Points** 7 (2d4+2) + +**Speed** 15 ft., fly 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|---------|---------|---------| +| 6 (-2) | 15 (+2) | 13 (+1) | 10 (+0) | 12 (+1) | 10 (+0) | + +**Skills** Perception +3, Stealth +4 + +**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 13 + +**Languages** understands Common and Draconic but can't speak + +**Challenge** 1/4 (50 XP) + +***Keen Senses***. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. + +***Magic Resistance***. The pseudodragon has advantage on saving throws against spells and other magical effects. + +***Limited Telepathy***. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage. + +***Sting***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake. \ No newline at end of file diff --git a/Documents/Monsters/Purple Worm.md b/Documents/Monsters/Purple Worm.md new file mode 100644 index 0000000..b61e41b --- /dev/null +++ b/Documents/Monsters/Purple Worm.md @@ -0,0 +1,33 @@ +## Purple Worm + +*Gargantuan monstrosity, unaligned* + +**Armor Class** 18 (natural armor) + +**Hit Points** 247 (15d20+90) + +**Speed** 50 ft., burrow 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|--------|--------|--------| +| 28 (+9) | 7 (-2) | 22 (+6) | 1 (-5) | 8 (-1) | 4 (-3) | + +**Saving Throws** Con +11, Wis +4 + +**Senses** blindsight 30 ft., tremorsense 60 ft., passive Perception 9 + +**Languages** - + +**Challenge** 15 (13,000 XP) + +***Tunneler***. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot diameter tunnel in its wake. + +###### Actions + +***Multiattack***. The worm makes two attacks: one with its bite and one with its stinger. + +***Bite***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 22 (3d8+9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. + +If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. + +***Tail Stinger***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one creature. *Hit:* 19 (3d6+9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/Documents/Monsters/Quasit (Demon).md b/Documents/Monsters/Quasit (Demon).md new file mode 100644 index 0000000..ddf5a93 --- /dev/null +++ b/Documents/Monsters/Quasit (Demon).md @@ -0,0 +1,39 @@ +### Quasit (Demon) + +*Tiny fiend (demon, shapechanger), chaotic evil* + +**Armor Class** 13 + +**Hit Points** 7 (3d4) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|--------|---------|---------| +| 5 (-3) | 17 (+3) | 10 (+0) | 7 (-2) | 10 (+0) | 10 (+0) | + +**Skills** Stealth +5 + +**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + +**Damage Immunities** poison + +**Condition Immunities** poisoned + +**Senses** darkvision 120 ft., passive Perception 10 + +**Languages** Abyssal, Common + +**Challenge** 1 (200 XP) + +***Shapechanger***. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + +***Magic Resistance***. The quasit has advantage on saving throws against spells and other magical effects. + +###### Actions + +***Claws (Bite in Beast Form)***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d4+3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + +***Scare (1/Day)***. One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success. + +***Invisibility***. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it. \ No newline at end of file diff --git a/Documents/Monsters/Quipper (Creature).md b/Documents/Monsters/Quipper (Creature).md new file mode 100644 index 0000000..4d3a75d --- /dev/null +++ b/Documents/Monsters/Quipper (Creature).md @@ -0,0 +1,29 @@ +### Quipper + +*Tiny beast, unaligned* + +**Armor Class** 13 + +**Hit Points** 1 (1d4-1) + +**Speed** 0 ft., swim 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|--------|--------|--------|--------| +| 2 (-4) | 16 (+3) | 9 (-1) | 1 (-5) | 7 (-2) | 2 (-4) | + +**Senses** darkvision 60 ft., passive Perception 8 + +**Languages** - + +**Challenge** 0 (10 XP) + +***Blood Frenzy***. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points. + +***Water Breathing***. The quipper can breathe only underwater. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. + +A **quipper** is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix. \ No newline at end of file diff --git a/Documents/Monsters/Rakshasa.md b/Documents/Monsters/Rakshasa.md new file mode 100644 index 0000000..b605aa7 --- /dev/null +++ b/Documents/Monsters/Rakshasa.md @@ -0,0 +1,41 @@ +## Rakshasa + +*Medium fiend, lawful evil* + +**Armor Class** 16 (natural armor) + +**Hit Points** 110 (13d8+52) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 14 (+2) | 17 (+3) | 18 (+4) | 13 (+1) | 16 (+3) | 20 (+5) | + +**Skills** Deception +10, Insight +8 + +**Damage Vulnerabilities** piercing from magic weapons wielded by good creatures + +**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks + +**Senses** darkvision 60 ft., passive Perception 13 + +**Languages** Common, Infernal + +**Challenge** 13 (10,000 XP) + +***Limited Magic Immunity***. The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. + +***Innate Spellcasting***. The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material Components + +At will: *detect thoughts*, *disguise self*, *mage hand*, *minor illusion* + +3/day each: *charm person*, *detect magic*, *invisibility*, *major image*, *suggestion* + +1/day each: *dominate person*, *fly*, *plane shift*, *true seeing* + +###### Actions + +***Multiattack***. The rakshasa makes two claw attacks. + +***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 9 (2d6+2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a *remove curse* spell or similar magic. \ No newline at end of file diff --git a/Documents/Monsters/Rat (Creature).md b/Documents/Monsters/Rat (Creature).md new file mode 100644 index 0000000..96e0828 --- /dev/null +++ b/Documents/Monsters/Rat (Creature).md @@ -0,0 +1,25 @@ +### Rat + +*Tiny beast, unaligned* + +**Armor Class** 10 + +**Hit Points** 1 (1d4-1) + +**Speed** 20 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|--------|--------|---------|--------| +| 2 (-4) | 11 (+0) | 9 (-1) | 2 (-4) | 10 (+0) | 4 (-3) | + +**Senses** darkvision 30 ft., passive Perception 10 + +**Languages** - + +**Challenge** 0 (10 XP) + +***Keen Smell***. The rat has advantage on Wisdom (Perception) checks that rely on smell. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Raven (Creature).md b/Documents/Monsters/Raven (Creature).md new file mode 100644 index 0000000..9cf673d --- /dev/null +++ b/Documents/Monsters/Raven (Creature).md @@ -0,0 +1,27 @@ +### Raven + +*Tiny beast, unaligned* + +**Armor Class** 12 + +**Hit Points** 1 (1d4-1) + +**Speed** 10 ft., fly 50 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|--------|--------|---------|--------| +| 2 (-4) | 14 (+2) | 8 (-1) | 2 (-4) | 12 (+1) | 6 (-2) | + +**Skills** Perception +3 + +**Senses** passive Perception 13 + +**Languages** - + +**Challenge** 0 (10 XP) + +***Mimicry***. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. + +###### Actions + +***Beak***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Red Dragon Wyrmling (Chromatic).md b/Documents/Monsters/Red Dragon Wyrmling (Chromatic).md new file mode 100644 index 0000000..be9efca --- /dev/null +++ b/Documents/Monsters/Red Dragon Wyrmling (Chromatic).md @@ -0,0 +1,33 @@ +# Red Dragon Wyrmling (Chromatic) + +*Medium dragon, chaotic evil* + +**Armor Class** 17 (natural armor) + +**Hit Points** 75 (10d8+30) + +**Speed** 30 ft., climb 30 ft., fly 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 19 (+4) | 10 (+0) | 17 (+3) | 12 (+1) | 11 (+0) | 15 (+2) | + +**Saving Throws** Dex +2, Con +5, Wis +2, Cha +4 + +**Skills** Perception +4, Stealth +2 + +**Damage Immunities** fire + +**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + +**Languages** Draconic + +**Challenge** 4 (1,100 XP) + +###### Actions + +***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10+4) piercing damage plus 3 (1d6) fire damage. + +***Fire Breath (Recharge 5-6)***. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. + +### White Dragon \ No newline at end of file diff --git a/Documents/Monsters/Reef Shark (Creature).md b/Documents/Monsters/Reef Shark (Creature).md new file mode 100644 index 0000000..58eba7b --- /dev/null +++ b/Documents/Monsters/Reef Shark (Creature).md @@ -0,0 +1,31 @@ +### Reef Shark + +*Medium beast, unaligned* + +**Armor Class** 12 (natural armor) + +**Hit Points** 22 (4d8+4) + +**Speed** 0 ft., swim 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 14 (+2) | 13 (+1) | 13 (+1) | 1 (-5) | 10 (+0) | 4 (-3) | + +**Skills** Perception +2 + +**Senses** blindsight 30 ft., passive Perception 12 + +**Languages** - + +**Challenge** 1/2 (100 XP) + +***Pack Tactics***. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated. + +***Water Breathing***. The shark can breathe only underwater. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) piercing damage. + +Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long. \ No newline at end of file diff --git a/Documents/Monsters/Remorhaz.md b/Documents/Monsters/Remorhaz.md new file mode 100644 index 0000000..f8dd49b --- /dev/null +++ b/Documents/Monsters/Remorhaz.md @@ -0,0 +1,31 @@ +## Remorhaz + +*Huge monstrosity, unaligned* + +**Armor Class** 17 (natural armor) + +**Hit Points** 195 (17d12+85) + +**Speed** 30 ft., burrow 20 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 24 (+7) | 13 (+1) | 21 (+5) | 4 (-3) | 10 (+0) | 5 (-3) | + +**Damage Immunities** cold, fire + +**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 10 + +**Languages** - + +**Challenge** 11 (7,200 XP) + +***Heated Body***. A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 40 (6d10+7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target. + +***Swallow***. The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns. + +If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. \ No newline at end of file diff --git a/Documents/Monsters/Rhinoceros (Creature).md b/Documents/Monsters/Rhinoceros (Creature).md new file mode 100644 index 0000000..df6f1ca --- /dev/null +++ b/Documents/Monsters/Rhinoceros (Creature).md @@ -0,0 +1,25 @@ +### Rhinoceros + +*Large beast, unaligned* + +**Armor Class** 11 (natural armor) + +**Hit Points** 45 (6d10+12) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|--------|---------|--------| +| 21 (+5) | 8 (-1) | 15 (+2) | 2 (-4) | 12 (+1) | 6 (-2) | + +**Senses** passive Perception 11 + +**Languages** - + +**Challenge** 2 (450 XP) + +***Charge***. If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + +###### Actions + +***Gore***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Riding Horse (Creature).md b/Documents/Monsters/Riding Horse (Creature).md new file mode 100644 index 0000000..6de7635 --- /dev/null +++ b/Documents/Monsters/Riding Horse (Creature).md @@ -0,0 +1,23 @@ +### Riding Horse + +*Large beast, unaligned* + +**Armor Class** 10 + +**Hit Points** 13 (2d10+2) + +**Speed** 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 16 (+3) | 10 (+0) | 12 (+1) | 2 (-4) | 11 (+0) | 7 (-2) | + +**Senses** passive Perception 10 + +**Languages** - + +**Challenge** 1/4 (50 XP) + +###### Actions + +***Hooves***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (2d4+3) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Roc.md b/Documents/Monsters/Roc.md new file mode 100644 index 0000000..cddf85d --- /dev/null +++ b/Documents/Monsters/Roc.md @@ -0,0 +1,33 @@ +## Roc + +*Gargantuan monstrosity, unaligned* + +**Armor Class** 15 (natural armor) + +**Hit Points** 248 (16d20+80) + +**Speed** 20 ft., fly 120 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 28 (+9) | 10 (+0) | 20 (+5) | 3 (-4) | 10 (+0) | 9 (-1) | + +**Saving Throws** Dex +4, Con +9, Wis +4, Cha +3 + +**Skills** Perception +4 + +**Senses** passive Perception 14 + +**Languages** - + +**Challenge** 11 (7,200 XP) + +***Keen Sight***. The roc has advantage on Wisdom (Perception) checks that rely on sight. + +###### Actions + +***Multiattack***. The roc makes two attacks: one with its beak and one with its talons. + +***Beak***. *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 27 (4d8+9) piercing damage. + +***Talons***. *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 23 (4d6+9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target. \ No newline at end of file diff --git a/Documents/Monsters/Roper.md b/Documents/Monsters/Roper.md new file mode 100644 index 0000000..476ebad --- /dev/null +++ b/Documents/Monsters/Roper.md @@ -0,0 +1,37 @@ +## Roper + +*Large monstrosity, neutral evil* + +**Armor Class** 20 (natural armor) + +**Hit Points** 93 (11d10+33) + +**Speed** 10 ft., climb 10 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|--------|---------|--------| +| 18 (+4) | 8 (-1) | 17 (+3) | 7 (-2) | 16 (+3) | 6 (-2) | + +**Skills** Perception +6, Stealth +5 + +**Senses** darkvision 60 ft., passive Perception 16 + +**Languages** - + +**Challenge** 5 (1,800 XP) + +***False Appearance***. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. + +***Grasping Tendrils***. The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. + +***Spider Climb***. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + +###### Actions + +***Multiattack***. The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite. + +***Bite***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 22 (4d8+4) piercing damage. + +***Tendril***. *Melee Weapon Attack:* +7 to hit, reach 50 ft., one creature. *Hit:* The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target. + +***Reel***. The roper pulls each creature grappled by it up to 25 feet straight toward it. \ No newline at end of file diff --git a/Documents/Monsters/Rug of Smothering (Animated Object).md b/Documents/Monsters/Rug of Smothering (Animated Object).md new file mode 100644 index 0000000..abccf71 --- /dev/null +++ b/Documents/Monsters/Rug of Smothering (Animated Object).md @@ -0,0 +1,33 @@ +### Rug of Smothering (Animated Object) + +*Large construct, unaligned* + +**Armor Class** 12 + +**Hit Points** 33 (6d10) + +**Speed** 10 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|--------|--------| +| 17 (+3) | 14 (+2) | 10 (+0) | 1 (-5) | 3 (-4) | 1 (-5) | + +**Damage Immunities** poison, psychic + +**Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned + +**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 6 + +**Languages** - + +**Challenge** 2 (450 XP) + +***Antimagic Susceptibility***. The rug is incapacitated while in the area of an *antimagic field*. If targeted by *dispel magic*, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + +***Damage Transfer***. While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half. + +***False Appearance***. While the rug remains motionless, it is indistinguishable from a normal rug. + +###### Actions + +***Smother***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one Medium or smaller creature. *Hit:* The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6+3) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Rust Monster.md b/Documents/Monsters/Rust Monster.md new file mode 100644 index 0000000..b5bfaba --- /dev/null +++ b/Documents/Monsters/Rust Monster.md @@ -0,0 +1,31 @@ +## Rust Monster + +*Medium monstrosity, unaligned* + +**Armor Class** 14 (natural armor) + +**Hit Points** 27 (5d8+5) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 13 (+1) | 12 (+1) | 13 (+1) | 2 (-4) | 13 (+1) | 6 (-2) | + +**Senses** darkvision 60 ft., passive Perception 11 + +**Languages** - + +**Challenge** 1/2 (100 XP) + +***Iron Scent***. The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it. + +***Rust Metal***. Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8+1) piercing damage. + +***Antennae***. The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch. + +If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait. \ No newline at end of file diff --git a/Documents/Monsters/Saber-Toothed Tiger (Creature).md b/Documents/Monsters/Saber-Toothed Tiger (Creature).md new file mode 100644 index 0000000..7bb416b --- /dev/null +++ b/Documents/Monsters/Saber-Toothed Tiger (Creature).md @@ -0,0 +1,31 @@ +### Saber-Toothed Tiger + +*Large beast, unaligned* + +**Armor Class** 12 + +**Hit Points** 52 (7d10+14) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 18 (+4) | 14 (+2) | 15 (+2) | 3 (-4) | 12 (+1) | 8 (-1) | + +**Skills** Perception +3, Stealth +6 + +**Senses** passive Perception 13 + +**Languages** - + +**Challenge** 2 (450 XP) + +***Keen Smell***. The tiger has advantage on Wisdom (Perception) checks that rely on smell. + +***Pounce***. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (1d10+5) piercing damage. + +***Claw***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 12 (2d6+5) slashing damage. \ No newline at end of file diff --git a/Documents/Monsters/Sahuagin.md b/Documents/Monsters/Sahuagin.md new file mode 100644 index 0000000..27cbefd --- /dev/null +++ b/Documents/Monsters/Sahuagin.md @@ -0,0 +1,37 @@ +## Sahuagin + +*Medium humanoid (sahuagin), lawful evil* + +**Armor Class** 12 (natural armor) + +**Hit Points** 22 (4d8+4) + +**Speed** 30 ft., swim 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|--------| +| 13 (+1) | 11 (+0) | 12 (+1) | 12 (+1) | 13 (+1) | 9 (-1) | + +**Skills** Perception +5 + +**Senses** darkvision 120 ft., passive Perception 15 + +**Languages** Sahuagin + +**Challenge** 1/2 (100 XP) + +***Blood Frenzy***. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. + +***Limited Amphibiousness***. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. + +***Shark Telepathy***. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. + +###### Actions + +***Multiattack***. The sahuagin makes two melee attacks: one with its bite and one with its claws or spear. + +***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) piercing damage. + +***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) slashing damage. + +***Spear***. *Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack. \ No newline at end of file diff --git a/Documents/Monsters/Salamander.md b/Documents/Monsters/Salamander.md new file mode 100644 index 0000000..d6a73bc --- /dev/null +++ b/Documents/Monsters/Salamander.md @@ -0,0 +1,37 @@ +## Salamander + +*Large elemental, neutral evil* + +**Armor Class** 15 (natural armor) + +**Hit Points** 90 (12d10+24) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 10 (+0) | 12 (+1) | + +**Damage Vulnerabilities** cold + +**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks + +**Damage Immunities** fire + +**Sense**s darkvision 60 ft., passive Perception 10 + +**Languages** Ignan + +**Challenge** 5 (1,800 XP) + +***Heated Body***. A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. + +***Heated Weapons***. Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack). + +###### Actions + +***Multiattack***. The salamander makes two attacks: one with its spear and one with its tail. + +***Spear***. *Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. + +***Tail***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets. \ No newline at end of file diff --git a/Documents/Monsters/Satyr.md b/Documents/Monsters/Satyr.md new file mode 100644 index 0000000..41a0d2f --- /dev/null +++ b/Documents/Monsters/Satyr.md @@ -0,0 +1,31 @@ +## Satyr + +*Medium fey, chaotic neutral* + +**Armor Class** 14 (leather armor) + +**Hit Points** 31 (7d8) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 12 (+1) | 16 (+3) | 11 (+0) | 12 (+1) | 10 (+0) | 14 (+2) | + +**Skills** Perception +2, Performance +6, Stealth +5 + +**Sense**s passive Perception 12 + +**Languages** Common, Elvish, Sylvan + +**Challenge** 1/2 (100 XP) + +***Magic Resistance***. The satyr has advantage on saving throws against spells and other magical effects. + +###### Actions + +***Ram***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (2d4+1) bludgeoning damage. + +***Shortsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) piercing damage. + +***Shortbow***. *Ranged Weapon Attack:* +5 to hit, range 80/320 ft., one target. *Hit:* 6 (1d6+3) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Scorpion (Creature).md b/Documents/Monsters/Scorpion (Creature).md new file mode 100644 index 0000000..190db74 --- /dev/null +++ b/Documents/Monsters/Scorpion (Creature).md @@ -0,0 +1,23 @@ +### Scorpion + +*Tiny beast, unaligned* + +**Armor Class** 11 (natural armor) + +**Hit Points** 1 (1d4-1) + +**Speed** 10 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|--------|--------|--------|--------| +| 2 (-4) | 11 (+0) | 8 (-1) | 1 (-5) | 8 (-1) | 2 (-4) | + +**Senses** blindsight 10 ft., passive Perception 9 + +**Languages** - + +**Challenge** 0 (10 XP) + +###### Actions + +***Sting***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/Documents/Monsters/Scout (NPC).md b/Documents/Monsters/Scout (NPC).md new file mode 100644 index 0000000..7736484 --- /dev/null +++ b/Documents/Monsters/Scout (NPC).md @@ -0,0 +1,33 @@ +### Scout + +*Medium humanoid (any race), any alignment* + +**Armor Class** 13 (leather armor) + +**Hit Points** 16 (3d8 + 3) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 11 (+0) | 14 (+2) | 12 (+1) | 11 (+0) | 13 (+1) | 11 (+0) | + +**Skills** Nature +4, Perception +5, Stealth +6, Survival +5 + +**Senses** passive Perception 15 + +**Languages** any one language (usually Common) + +**Challenge** 1/2 (100 XP) + +***Keen Hearing and Sight***. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. + +###### Actions + +***Multiattack***. The scout makes two melee attacks or two ranged attacks. + +***Shortsword***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage. + +***Longbow***. *Ranged Weapon Attack:* +4 to hit, ranged 150/600 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage. + +**Scouts** are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. \ No newline at end of file diff --git a/Documents/Monsters/Sea Hag.md b/Documents/Monsters/Sea Hag.md new file mode 100644 index 0000000..5ba3b7e --- /dev/null +++ b/Documents/Monsters/Sea Hag.md @@ -0,0 +1,35 @@ +### Sea Hag + +*Medium fey, chaotic evil* + +**Armor Class** 14 (natural armor) + +**Hit Points** 52 (7d8+21) + +**Speed** 30 ft., swim 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 16 (+3) | 13 (+1) | 16 (+3) | 12 (+1) | 12 (+1) | 13 (+1) | + +**Senses** darkvision 60 ft., passive Perception 11 + +**Languages** Aquan, Common, Giant + +**Challenge** 2 (450 XP) + +***Amphibious***. The hag can breathe air and water. + +***Horrific Appearance***. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. + +Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag. + +###### Actions + +***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage. + +***Death Glare***. The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points. + +***Illusory Appearance***. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. + +The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised. \ No newline at end of file diff --git a/Documents/Monsters/Sea Horse (Creature).md b/Documents/Monsters/Sea Horse (Creature).md new file mode 100644 index 0000000..992663f --- /dev/null +++ b/Documents/Monsters/Sea Horse (Creature).md @@ -0,0 +1,21 @@ +### Sea Horse + +*Tiny beast, unaligned* + +**Armor Class** 11 + +**Hit Points** 1 (1d4-1) + +**Speed** 0 ft., swim 20 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|--------|--------|---------|--------| +| 1 (-5) | 12 (+1) | 8 (-1) | 1 (-5) | 10 (+0) | 2 (-4) | + +**Senses** passive Perception 10 + +**Languages** - + +**Challenge** 0 (0 XP) + +***Water Breathing***. The sea horse can breathe only underwater. \ No newline at end of file diff --git a/Documents/Monsters/Shadow.md b/Documents/Monsters/Shadow.md new file mode 100644 index 0000000..3cc6f2e --- /dev/null +++ b/Documents/Monsters/Shadow.md @@ -0,0 +1,41 @@ +## Shadow + +*Medium undead, chaotic evil* + +**Armor Class** 12 + +**Hit Points** 16 (3d8+3) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|--------|---------|--------| +| 6 (-2) | 14 (+2) | 13 (+1) | 6 (-2) | 10 (+0) | 8 (-1) | + +**Skills** Stealth +4 (+6 in dim light or darkness) + +**Damage Vulnerabilities** radiant + +**Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + +**Damage Immunities** necrotic, poison + +**Condition Immunities** exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + +**Senses** darkvision 60 ft., passive Perception 10 + +**Languages** - + +**Challenge** 1/2 (100 XP) + +***Amorphous***. The shadow can move through a space as narrow as 1 inch wide without squeezing. + +***Shadow Stealth***. While in dim light or darkness, the shadow can take the Hide action as a bonus action. + +***Sunlight Weakness***. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws. + +###### Actions + +***Strength Drain***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 9 (2d6+2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. + +If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later. \ No newline at end of file diff --git a/Documents/Monsters/Shambling Mound.md b/Documents/Monsters/Shambling Mound.md new file mode 100644 index 0000000..48bf4fd --- /dev/null +++ b/Documents/Monsters/Shambling Mound.md @@ -0,0 +1,37 @@ +## Shambling Mound + +*Large plant, unaligned* + +**Armor Class** 15 (natural armor) + +**Hit Points** 136 (16d10+48) + +**Speed** 20 ft., swim 20 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|--------|---------|--------| +| 18 (+4) | 8 (-1) | 16 (+3) | 5 (-3) | 10 (+0) | 5 (-3) | + +**Skills** Stealth +2 + +**Damage Resistances** cold, fire + +**Damage Immunities** lightning + +**Condition Immunities** blinded, deafened, exhaustion + +**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 10 + +**Languages** - + +**Challenge** 5 (1,800 XP) + +***Lightning Absorption***. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt. + +###### Actions + +***Multiattack***. The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it. + +***Slam***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage. + +***Engulf***. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8+4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time. \ No newline at end of file diff --git a/Documents/Monsters/Shield Guardian.md b/Documents/Monsters/Shield Guardian.md new file mode 100644 index 0000000..d5c5636 --- /dev/null +++ b/Documents/Monsters/Shield Guardian.md @@ -0,0 +1,39 @@ +## Shield Guardian + +*Large construct, unaligned* + +**Armor Class** 17 (natural armor) + +**Hit Points** 142 (15d10+60) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|--------|---------|--------| +| 18 (+4) | 8 (-1) | 18 (+4) | 7 (-2) | 10 (+0) | 3 (-4) | + +**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 10 + +**Damage Immunities** poison + +**Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned + +**Languages** understands commands given in any language but can't speak + +**Challenge** 7 (2,900 XP) + +***Bound***. The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian. + +***Regeneration***. The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point. + +***Spell Storing***. A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost. + +###### Actions + +***Multiattack***. The guardian makes two fist attacks. + +***Fist***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. + +###### Reactions + +***Shield***. When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer. \ No newline at end of file diff --git a/Documents/Monsters/Shrieker (Fungi).md b/Documents/Monsters/Shrieker (Fungi).md new file mode 100644 index 0000000..c4e9643 --- /dev/null +++ b/Documents/Monsters/Shrieker (Fungi).md @@ -0,0 +1,27 @@ +### Shrieker (Fungi) + +*Medium plant, unaligned* + +**Armor Class** 5 + +**Hit Points** 13 (3d8) + +**Speed** 0 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|--------|---------|--------|--------|--------| +| 1 (-5) | 1 (-5) | 10 (+0) | 1 (-5) | 3 (-4) | 1 (-5) | + +**Condition Immunities** blinded, deafened, frightened + +**Senses** blindsight 30 ft. (blind beyond this radius), passive Perception 6 + +**Languages** - + +**Challenge** 0 (10 XP) + +***False Appearance***. While the shrieker remains motionless, it is indistinguishable from an ordinary fungus. + +###### Reactions + +***Shriek***. When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward. \ No newline at end of file diff --git a/Documents/Monsters/Silver Dragon Wyrmling (Metallic).md b/Documents/Monsters/Silver Dragon Wyrmling (Metallic).md new file mode 100644 index 0000000..2eb4350 --- /dev/null +++ b/Documents/Monsters/Silver Dragon Wyrmling (Metallic).md @@ -0,0 +1,35 @@ +# Silver Dragon Wyrmling (Metallic) + +*Medium dragon, lawful good* + +**Armor Class** 17 (natural armor) + +**Hit Points** 45 (6d8+18) + +**Speed** 30 ft., fly 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 19 (+4) | 10 (+0) | 17 (+3) | 12 (+1) | 11 (+0) | 15 (+2) | + +**Saving Throws** Dex +2, Con +5, Wis +2, Cha +4 + +**Skills** Perception +4, Stealth +2 + +**Damage Immunities** cold + +**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + +**Languages** Draconic + +**Challenge** 2 (450 XP) + +###### Actions + +***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10+4) piercing damage. + +***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. + +**Cold Breath**. The dragon exhales an icy blast in a 15- foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. + +**Paralyzing Breath**. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \ No newline at end of file diff --git a/Documents/Monsters/Skeleton.md b/Documents/Monsters/Skeleton.md new file mode 100644 index 0000000..d544d59 --- /dev/null +++ b/Documents/Monsters/Skeleton.md @@ -0,0 +1,31 @@ +### Skeleton + +*Medium undead, lawful evil* + +**Armor Class** 13 (armor scraps) + +**Hit Points** 13 (2d8+4) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|--------|--------| +| 10 (+0) | 14 (+2) | 15 (+2) | 6 (-2) | 8 (-1) | 5 (-3) | + +**Damage Vulnerabilities** bludgeoning + +**Damage Immunities** poison + +**Condition Immunities** exhaustion, poisoned + +**Senses** darkvision 60 ft., passive Perception 9 + +**Languages** understands all languages it knew in life but can't speak + +**Challenge** 1/4 (50 XP) + +###### Actions + +***Shortsword***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. + +***Shortbow***. *Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 5 (1d6+2) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Solar (Angel).md b/Documents/Monsters/Solar (Angel).md new file mode 100644 index 0000000..87d4bea --- /dev/null +++ b/Documents/Monsters/Solar (Angel).md @@ -0,0 +1,65 @@ +### Solar (Angel) + +*Large celestial, lawful good* + +**Armor Class** 21 (natural armor) + +**Hit Points** 243 (18d10+144) + +**Speed** 50 ft., fly 150 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|----------| +| 26 (+8) | 22 (+6) | 26 (+8) | 25 (+7) | 25 (+7) | 30 (+10) | + +**Saving Throws** Int +14, Wis +14, Cha +17 + +**Skills** Perception +14 + +**Damage Resistances** radiant; bludgeoning, piercing, and slashing from nonmagical attacks + +**Damage Immunities** necrotic, poison + +**Condition Immunities** charmed, exhaustion, frightened, poisoned + +**Senses** truesight 120 ft., passive Perception 24 + +**Languages** all, telepathy 120 ft. + +**Challenge** 21 (33,000 XP) + +***Angelic Weapons***. The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). + +***Divine Awareness***. The solar knows if it hears a lie. + +***Innate Spellcasting***. The solar's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material Components + +At will: *detect evil and good*, *invisibility* (self only) + +3/day each: *blade barrier*, *dispel evil and good*, *resurrection* + +1/day each: *commune*, *control weather* + +***Magic Resistance***. The solar has advantage on saving throws against spells and other magical effects. + +###### Actions + +***Multiattack***. The solar makes two greatsword attacks. + +***Greatsword***. *Melee Weapon Attack:* +15 to hit, reach 5 ft., one target. *Hit:* 22 (4d6+8) slashing damage plus 27 (6d8) radiant damage. + +***Slaying Longbow***. *Ranged Weapon Attack:* +13 to hit, range 150/600 ft., one target. *Hit:* 15 (2d8+6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die. + +***Flying Sword***. The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies. + +***Healing Touch (4/Day)***. The solar touches another creature. The target magically regains 40 (8d8+4) hit points and is freed from any curse, disease, poison, blindness, or deafness. + +###### Legendary Actions + +The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The solar regains spent legendary actions at the start of its turn. + +**Teleport**. The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. + +**Searing Burst (Costs 2 Actions)**. The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. + +**Blinding Gaze (Costs 3 Actions)**. The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the *lesser restoration* spell removes the blindness. \ No newline at end of file diff --git a/Documents/Monsters/Specter.md b/Documents/Monsters/Specter.md new file mode 100644 index 0000000..f3d2cf8 --- /dev/null +++ b/Documents/Monsters/Specter.md @@ -0,0 +1,33 @@ +## Specter + +*Medium undead, chaotic evil* + +**Armor Class** 12 + +**Hit Points** 22 (5d8) + +**Speed** 0 ft., fly 50 ft. (hover) + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|---------|---------|---------| +| 1 (-5) | 14 (+2) | 11 (+0) | 10 (+0) | 10 (+0) | 11 (+0) | + +**Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + +**Damage Immunities** necrotic, poison + +**Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + +**Senses** darkvision 60 ft., passive Perception 10 + +**Languages** understands all languages it knew in life but can't speak + +**Challenge** 1 (200 XP) + +***Incorporeal Movement***. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + +***Sunlight Sensitivity***. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + +###### Actions + +***Life Drain***. *Melee Spell Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \ No newline at end of file diff --git a/Documents/Monsters/Spider (Creature).md b/Documents/Monsters/Spider (Creature).md new file mode 100644 index 0000000..fc0a752 --- /dev/null +++ b/Documents/Monsters/Spider (Creature).md @@ -0,0 +1,31 @@ +### Spider + +*Tiny beast, unaligned* + +**Armor Class** 12 + +**Hit Points** 1 (1d4-1) + +**Speed** 20 ft., climb 20 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|--------|--------|---------|--------| +| 2 (-4) | 14 (+2) | 8 (-1) | 1 (-5) | 10 (+0) | 2 (-4) | + +**Skills** Stealth +4 + +**Senses** darkvision 30 ft., passive Perception 10 + +**Languages** - + +**Challenge** 0 (10 XP) + +***Spider Climb***. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + +***Web Sense***. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. + +***Web Walker***. The spider ignores movement restrictions caused by webbing. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage. \ No newline at end of file diff --git a/Documents/Monsters/Spirit Naga.md b/Documents/Monsters/Spirit Naga.md new file mode 100644 index 0000000..47af3e4 --- /dev/null +++ b/Documents/Monsters/Spirit Naga.md @@ -0,0 +1,40 @@ +### Spirit Naga + +*Large monstrosity, chaotic evil* + +**Armor Class** 15 (natural armor) + +**Hit Points** 75 (10d10+20) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 18 (+4) | 17 (+3) | 14 (+2) | 16 (+3) | 15 (+2) | 16 (+3) | + +**Damage Immunities** poison + +**Condition Immunities** charmed, poisoned + +**Senses** darkvision 60 ft., passive Perception 12 + +**Languages** Abyssal, Common + +**Challenge** 8 (3,900 XP) + +***Rejuvenation***. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a *wish* spell can prevent this trait from functioning. + +***Spellcasting***. The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared: + +Cantrips (at will): *mage hand*, *minor illusion*, *ray of frost* +1st level (4 slots): *charm person*, *detect magic*, *sleep* +2nd level (3 slots): *detect thoughts*, *hold person* +3rd level (3 slots): *lightning bolt*, *water breathing* +4th level (3 slots): *blight*, *dimension door* +5th level (2 slots): *dominate person* + +###### Actions + +***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one creature. *Hit:* 7 (1d6+4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one. + +[Nightmare](new/Nightmare.md) \ No newline at end of file diff --git a/Documents/Monsters/Sprite.md b/Documents/Monsters/Sprite.md new file mode 100644 index 0000000..bbceac7 --- /dev/null +++ b/Documents/Monsters/Sprite.md @@ -0,0 +1,31 @@ +## Sprite + +*Tiny fey, neutral good* + +**Armor Class** 15 (leather armor) + +**Hit Points** 2 (1d4) + +**Speed** 10 ft., fly 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|---------|---------|---------| +| 3 (-4) | 18 (+4) | 10 (+0) | 14 (+2) | 13 (+1) | 11 (+0) | + +**Skills** Perception +3, Stealth +8 + +**Senses** passive Perception 13 + +**Languages** Common, Elvish, Sylvan + +**Challenge** 1/4 (50 XP) + +###### Actions + +***Longsword***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage. + +***Shortbow***. *Ranged Weapon Attack:* +6 to hit, range 40/160 ft., one target. *Hit:* 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake. + +***Heart Sight***. The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. + +***Invisibility***. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it. \ No newline at end of file diff --git a/Documents/Monsters/Spy (NPC).md b/Documents/Monsters/Spy (NPC).md new file mode 100644 index 0000000..5f6fa2e --- /dev/null +++ b/Documents/Monsters/Spy (NPC).md @@ -0,0 +1,35 @@ +### Spy + +*Medium humanoid (any race), any alignment* + +**Armor Class** 12 + +**Hit Points** 27 (6d8) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 10 (+0) | 15 (+2) | 10 (+0) | 12 (+1) | 14 (+2) | 16 (+3) | + +**Skills** Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 + +**Senses** passive Perception 16 + +**Languages** any two languages + +**Challenge** 1 (200 XP) + +***Cunning Action***. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. + +***Sneak Attack (1/Turn)***. The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll. + +###### Actions + +***Multiattack***. The spy makes two melee attacks. + +***Shortsword***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage. + +***Hand Crossbow***. *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage. + +Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spies** to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers. \ No newline at end of file diff --git a/Documents/Monsters/Steam Mephit.md b/Documents/Monsters/Steam Mephit.md new file mode 100644 index 0000000..4e4a1ed --- /dev/null +++ b/Documents/Monsters/Steam Mephit.md @@ -0,0 +1,33 @@ +### Steam Mephit + +*Small elemental, neutral evil* + +**Armor Class** 10 + +**Hit Points** 21 (6d6) + +**Speed** 30 ft., fly 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|---------|---------|---------| +| 5 (-3) | 11 (+0) | 10 (+0) | 11 (+0) | 10 (+0) | 12 (+1) | + +**Damage Immunities** fire, poison + +**Condition Immunities** poisoned + +**Senses** darkvision 60 ft., passive Perception 10 + +**Languages** Aquan, Ignan + +**Challenge** 1/4 (50 XP) + +***Death Burst***. When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage. + +***Innate Spellcasting (1/Day)***. The mephit can innately cast *blur*, requiring no material components. Its innate spellcasting ability is Charisma. + +###### Actions + +***Claws.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 2 (1d4) slashing damage plus 2 (1d4) fire damage. + +***Steam Breath (Recharge 6)***. The mephit exhales a 15- foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/Documents/Monsters/Stirge.md b/Documents/Monsters/Stirge.md new file mode 100644 index 0000000..8cc68f1 --- /dev/null +++ b/Documents/Monsters/Stirge.md @@ -0,0 +1,25 @@ +## Stirge + +*Tiny beast, unaligned* + +**Armor Class** 14 (natural armor) + +**Hit Points** 2 (1d4) + +**Speed** 10 ft., fly 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|--------|--------|--------| +| 4 (-3) | 16 (+3) | 11 (+0) | 2 (-4) | 8 (-1) | 6 (-2) | + +**Senses** darkvision 60 ft., passive Perception 9 + +**Languages** - + +**Challenge** 1/8 (25 XP) + +###### Actions + +***Blood Drain***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 5 (1d4+3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4+3) hit points due to blood loss. + +The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge. \ No newline at end of file diff --git a/Documents/Monsters/Stone Giant.md b/Documents/Monsters/Stone Giant.md new file mode 100644 index 0000000..c15a487 --- /dev/null +++ b/Documents/Monsters/Stone Giant.md @@ -0,0 +1,37 @@ +### Stone Giant + +*Huge giant, neutral* + +**Armor Class** 17 (natural armor) + +**Hit Points** 126 (11d12+55) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|--------| +| 23 (+6) | 15 (+2) | 20 (+5) | 10 (+0) | 12 (+1) | 9 (-1) | + +**Saving Throws** Dex +5, Con +8, Wis +4 + +**Skills** Athletics +12, Perception +4 + +**Senses** darkvision 60 ft., passive Perception 14 + +**Languages** Giant + +**Challenge** 7 (2,900 XP) + +***Stone Camouflage.*** The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + +###### Actions + +***Multiattack***. The giant makes two greatclub attacks. + +***Greatclub***. *Melee Weapon Attack:* +9 to hit, reach 15 ft., one target. *Hit:* 19 (3d8+6) bludgeoning damage. + +***Rock***. *Ranged Weapon Attack:* +9 to hit, range 60/240 ft., one target. *Hit:* 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. + +###### Reactions + +***Rock Catching***. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. \ No newline at end of file diff --git a/Documents/Monsters/Stone Golem.md b/Documents/Monsters/Stone Golem.md new file mode 100644 index 0000000..fbda328 --- /dev/null +++ b/Documents/Monsters/Stone Golem.md @@ -0,0 +1,37 @@ +### Stone Golem + +*Large construct, unaligned* + +**Armor Class** 17 (natural armor) + +**Hit Points** 178 (17d10+85) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|--------|---------|--------| +| 22 (+6) | 9 (-1) | 20 (+5) | 3 (-4) | 11 (+0) | 1 (-5) | + +**Damage Immunities** poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine + +**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned + +**Senses** darkvision 120 ft., passive Perception 10 + +**Languages** understands the languages of its creator but can't speak + +**Challenge** 10 (5,900 XP) + +***Immutable Form***. The golem is immune to any spell or effect that would alter its form. + +***Magic Resistance***. The golem has advantage on saving throws against spells and other magical effects. + +***Magic Weapons***. The golem's weapon attacks are magical. + +###### Actions + +***Multiattack***. The golem makes two slam attacks. + +***Slam***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 19 (3d8+6) bludgeoning damage. + +***Slow (Recharge 5-6)***. The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \ No newline at end of file diff --git a/Documents/Monsters/Storm Giant.md b/Documents/Monsters/Storm Giant.md new file mode 100644 index 0000000..eb8a8ff --- /dev/null +++ b/Documents/Monsters/Storm Giant.md @@ -0,0 +1,45 @@ +### Storm Giant + +*Huge giant, chaotic good* + +**Armor Class** 16 (scale mail) + +**Hit Points** 230 (20d12+100) + +**Speed** 50 ft., swim 50 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 29 (+9) | 14 (+2) | 20 (+5) | 16 (+3) | 18 (+4) | 18 (+4) | + +**Saving Throws** Str +14, Con +10, Wis +9, Cha +9 + +**Skills** Arcana +8, Athletics +14, History +8, Perception +9 + +**Damage Resistances** cold + +**Damage Immunities** lightning, thunder + +**Senses** passive Perception 19 + +**Languages** Common, Giant + +**Challenge** 13 (10,000 XP) + +***Amphibious***. The giant can breathe air and water. + +***Innate Spellcasting***. The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components + +At will: *detect magic*, *feather fall*, *levitate*, *light* + +3/day each: *control weather*, *water breathing* + +###### Actions + +***Multiattack***. The giant makes two greatsword attacks. + +***Greatsword***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 30 (6d6+9) slashing damage. + +***Rock***. *Ranged Weapon Attack:* +14 to hit, range 60/240 ft., one target. *Hit:* 35 (4d12+9) bludgeoning damage. + +***Lightning Strike (Recharge 5-6)***. The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/Documents/Monsters/SuccubusIncubus.md b/Documents/Monsters/SuccubusIncubus.md new file mode 100644 index 0000000..de99b43 --- /dev/null +++ b/Documents/Monsters/SuccubusIncubus.md @@ -0,0 +1,41 @@ +## Succubus/Incubus + +*Medium fiend (shapechanger), neutral evil* + +**Armor Class** 15 (natural armor) + +**Hit Points** 66 (12d8+12) + +**Speed** 30 ft., fly 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|---------|---------|---------| +| 8 (-1) | 17 (+3) | 13 (+1) | 15 (+2) | 12 (+1) | 20 (+5) | + +**Skills** Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 + +**Damage Resistances** cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks + +**Senses** darkvision 60 ft., passive Perception 15 + +**Languages** Abyssal, Common, Infernal, telepathy 60 ft. + +**Challenge** 4 (1,100 XP) + +***Telepathic Bond***. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence. + +***Shapechanger***. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + +###### Actions + +***Claw (Fiend Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) slashing damage. + +***Charm***. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. + +The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends. + +***Draining Kiss***. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 + +Constitution saving throw against this magic, taking 32 (5d10+5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + +***Etherealness***. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa. \ No newline at end of file diff --git a/Documents/Monsters/Swarm of Bats (Creature).md b/Documents/Monsters/Swarm of Bats (Creature).md new file mode 100644 index 0000000..54f3408 --- /dev/null +++ b/Documents/Monsters/Swarm of Bats (Creature).md @@ -0,0 +1,33 @@ +### Swarm of Bats + +*Medium swarm of Tiny beasts, unaligned* + +**Armor Class** 12 + +**Hit Points** 22 (5d8) + +**Speed** 0 ft., fly 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|--------|---------|--------| +| 5 (-3) | 15 (+2) | 10 (+0) | 2 (-4) | 12 (+1) | 4 (-3) | + +**Damage Resistances** bludgeoning, piercing, slashing + +**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + +**Senses** blindsight 60 ft., passive Perception 11 + +**Languages** - + +**Challenge** 1/4 (50 XP) + +***Echolocation***. The swarm can't use its blindsight while deafened. + +***Keen Hearing***. The swarm has advantage on Wisdom (Perception) checks that rely on hearing. + +***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points. + +###### Actions + +***Bites***. *Melee Weapon Attack:* +4 to hit, reach 0 ft., one creature in the swarm's space. *Hit:* 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer. \ No newline at end of file diff --git a/Documents/Monsters/Swarm of Insects (Creature).md b/Documents/Monsters/Swarm of Insects (Creature).md new file mode 100644 index 0000000..5b98b24 --- /dev/null +++ b/Documents/Monsters/Swarm of Insects (Creature).md @@ -0,0 +1,47 @@ +### Swarm of Insects + +*Medium swarm of Tiny beasts, unaligned* + +**Armor Class** 12 (natural armor) + +**Hit Points** 22 (5d8) + +**Speed** 20 ft., climb 20 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|--------|--------|--------| +| 3 (-4) | 13 (+1) | 10 (+0) | 1 (-5) | 7 (-2) | 1 (-5) | + +**Damage Resistances** bludgeoning, piercing, slashing + +**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + +**Senses** blindsight 10 ft., passive Perception 8 + +**Languages** - + +**Challenge** 1/2 (100 XP) + +***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. + +###### Actions + +***Bites***. *Melee Weapon Attack:* +3 to hit, reach 0 ft., one target in the swarm's space. *Hit:* 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. + +>**Variant: Insect Swarms** +> +>Different kinds of insects can gather in swarms, and each swarm has the special characteristics described below. +> +>**Swarm of Beetles**. A swarm of beetles gains a burrowing speed of 5 feet. +> +>**Swarm of Centipedes**. A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way. +> +>**Swarm of Spiders**. A swarm of spiders has the following additional traits. +> +>Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. +> +>Web Sense. While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web. +> +>Web Walker. The swarm ignores movement restrictions caused by webbing. +> +>**Swarm of Wasps**. A swarm of wasps has a walking speed of 5 feet, a flying speed of 30 feet, and no climbing speed. \ No newline at end of file diff --git a/Documents/Monsters/Swarm of Poisonous Snakes (Creature).md b/Documents/Monsters/Swarm of Poisonous Snakes (Creature).md new file mode 100644 index 0000000..4ca903e --- /dev/null +++ b/Documents/Monsters/Swarm of Poisonous Snakes (Creature).md @@ -0,0 +1,29 @@ +### Swarm of Poisonous Snakes + +*Medium swarm of Tiny beasts, unaligned* + +**Armor Class** 14 + +**Hit Points** 36 (8d8) + +**Speed** 30 ft., swim 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|--------|---------|--------| +| 8 (-1) | 18 (+4) | 11 (+0) | 1 (-5) | 10 (+0) | 3 (-4) | + +**Damage Resistances** bludgeoning, piercing, slashing + +**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + +**Senses** blindsight 10 ft., passive Perception 10 + +**Languages** - + +**Challenge** 2 (450 XP) + +***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points. + +###### Actions + +***Bites***. *Melee Weapon Attack:* +6 to hit, reach 0 ft., one creature in the swarm's space. *Hit:* 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/Documents/Monsters/Swarm of Quippers (Creature).md b/Documents/Monsters/Swarm of Quippers (Creature).md new file mode 100644 index 0000000..65a4e15 --- /dev/null +++ b/Documents/Monsters/Swarm of Quippers (Creature).md @@ -0,0 +1,33 @@ +### Swarm of Quippers + +*Medium swarm of Tiny beasts, unaligned* + +**Armor Class** 13 + +**Hit Points** 28 (8d8-8) + +**Speed** 0 ft., swim 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|--------|--------|--------|--------| +| 13 (+1) | 16 (+3) | 9 (-1) | 1 (-5) | 7 (-2) | 2 (-4) | + +**Damage Resistances** bludgeoning, piercing, slashing + +**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + +**Senses** darkvision 60 ft., passive Perception 8 + +**Languages** - + +**Challenge** 1 (200 XP) + +***Blood Frenzy***. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points. + +***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points. + +***Water Breathing***. The swarm can breathe only underwater. + +###### Actions + +***Bites***. *Melee Weapon Attack:* +5 to hit, reach 0 ft., one creature in the swarm's space. *Hit:* 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. \ No newline at end of file diff --git a/Documents/Monsters/Swarm of Rats (Creature).md b/Documents/Monsters/Swarm of Rats (Creature).md new file mode 100644 index 0000000..19ac89d --- /dev/null +++ b/Documents/Monsters/Swarm of Rats (Creature).md @@ -0,0 +1,31 @@ +### Swarm of Rats + +*Medium swarm of Tiny beasts, unaligned* + +**Armor Class** 10 + +**Hit Points** 24 (7d8-7) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|--------|--------|---------|--------| +| 9 (-1) | 11 (+0) | 9 (-1) | 2 (-4) | 10 (+0) | 3 (-4) | + +**Damage Resistances** bludgeoning, piercing, slashing + +**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + +**Senses** darkvision 30 ft., passive Perception 10 + +**Languages** - + +**Challenge** 1/4 (50 XP) + +***Keen Smell***. The swarm has advantage on Wisdom (Perception) checks that rely on smell. + +***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points. + +###### Actions + +***Bites***. *Melee Weapon Attack:* +2 to hit, reach 0 ft., one target in the swarm's space. *Hit:* 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. \ No newline at end of file diff --git a/Documents/Monsters/Swarm of Ravens (Creature).md b/Documents/Monsters/Swarm of Ravens (Creature).md new file mode 100644 index 0000000..ead08fb --- /dev/null +++ b/Documents/Monsters/Swarm of Ravens (Creature).md @@ -0,0 +1,31 @@ +### Swarm of Ravens + +*Medium swarm of Tiny beasts, unaligned* + +**Armor Class** 12 + +**Hit Points** 24 (7d8-7) + +**Speed** 10 ft., fly 50 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|--------|--------|---------|--------| +| 6 (-2) | 14 (+2) | 8 (-1) | 3 (-4) | 12 (+1) | 6 (-2) | + +**Skills** Perception +5 + +**Damage Resistances** bludgeoning, piercing, slashing + +**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + +**Senses** passive Perception 15 + +**Languages** - + +**Challenge** 1/4 (50 XP) + +***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points. + +###### Actions + +***Beaks***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target in the swarm's space. *Hit:* 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. \ No newline at end of file diff --git a/Documents/Monsters/Monsters T.md b/Documents/Monsters/Tarrasque.md similarity index 60% rename from Documents/Monsters/Monsters T.md rename to Documents/Monsters/Tarrasque.md index dc504db..0631d3d 100644 --- a/Documents/Monsters/Monsters T.md +++ b/Documents/Monsters/Tarrasque.md @@ -1,5 +1,3 @@ -# Monsters (T) - ## Tarrasque *Gargantuan monstrosity (titan), unaligned* @@ -60,76 +58,4 @@ The tarrasque can take 3 legendary actions, choosing from the options below. Onl **Move**. The tarrasque moves up to half its speed. -**Chomp (Costs 2 Actions)**. The tarrasque makes one bite attack or uses its Swallow. - -## Treant - -*Huge plant, chaotic good* - -**Armor Class** 16 (natural armor) - -**Hit Points** 138 (12d12+60) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|---------|---------|---------| -| 23 (+6) | 8 (-1) | 21 (+5) | 12 (+1) | 16 (+3) | 12 (+1) | - -**Damage Resistances** bludgeoning, piercing - -**Damage Vulnerabilities** fire - -**Senses** passive Perception 13 - -**Languages** Common, Druidic, Elvish, Sylvan - -**Challenge** 9 (5,000 XP) - -***False Appearance***. While the treant remains motionless, it is indistinguishable from a normal tree. - -***Siege Monster***. The treant deals double damage to objects and structures. - -###### Actions - -***Multiattack***. The treant makes two slam attacks. - -***Slam***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 16 (3d6+6) bludgeoning damage. - -***Rock***. *Ranged Weapon Attack:* +10 to hit, range 60/180 ft., one target. *Hit:* 28 (4d10+6) bludgeoning damage. - -***Animate Trees (1/Day)***. The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. - -## Troll - -*Large giant, chaotic evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 84 (8d10+40) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 18 (+4) | 13 (+1) | 20 (+5) | 7 (-2) | 9 (-1) | 7 (-2) | - -**Skills** Perception +2 - -**Senses** darkvision 60 ft., passive Perception 12 - -**Languages** Giant - -**Challenge** 5 (1,800 XP) - -***Keen Smell***. The troll has advantage on Wisdom (Perception) checks that rely on smell. - -***Regeneration***. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. - -###### Actions - -***Multiattack***. The troll makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6+4) piercing damage. - -***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. \ No newline at end of file +**Chomp (Costs 2 Actions)**. The tarrasque makes one bite attack or uses its Swallow. \ No newline at end of file diff --git a/Documents/Monsters/Thug (NPC).md b/Documents/Monsters/Thug (NPC).md new file mode 100644 index 0000000..91418a1 --- /dev/null +++ b/Documents/Monsters/Thug (NPC).md @@ -0,0 +1,33 @@ +### Thug + +*Medium humanoid (any race), any non-good alignment* + +**Armor Class** 11 (leather armor) + +**Hit Points** 32 (5d8 + 10) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 15 (+2) | 11 (+0) | 14 (+2) | 10 (+0) | 10 (+0) | 11 (+0) | + +**Skills** Intimidation +2 + +**Senses** passive Perception 10 + +**Languages** any one language (usually Common) + +**Challenge** 1/2 (100 XP) + +***Pack Tactics***. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated. + +###### Actions + +***Multiattack***. The thug makes two melee attacks. + +***Mace***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6 + 2) bludgeoning damage. + +***Heavy Crossbow***. *Ranged Weapon Attack:* +2 to hit, range 100/400 ft., one target. *Hit:* 5 (1d10) piercing damage. + +**Thugs** are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples. \ No newline at end of file diff --git a/Documents/Monsters/Tiger (Creature).md b/Documents/Monsters/Tiger (Creature).md new file mode 100644 index 0000000..e549c1d --- /dev/null +++ b/Documents/Monsters/Tiger (Creature).md @@ -0,0 +1,31 @@ +### Tiger + +*Large beast, unaligned* + +**Armor Class** 12 + +**Hit Points** 37 (5d10+10) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 17 (+3) | 15 (+2) | 14 (+2) | 3 (-4) | 12 (+1) | 8 (-1) | + +**Skills** Perception +3, Stealth +6 + +**Senses** darkvision 60 ft., passive Perception 13 + +**Languages** - + +**Challenge** 1 (200 XP) + +***Keen Smell***. The tiger has advantage on Wisdom (Perception) checks that rely on smell. + +***Pounce***. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10+3) piercing damage. + +***Claw***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) slashing damage. \ No newline at end of file diff --git a/Documents/Monsters/Treant.md b/Documents/Monsters/Treant.md new file mode 100644 index 0000000..fa6edb0 --- /dev/null +++ b/Documents/Monsters/Treant.md @@ -0,0 +1,37 @@ +## Treant + +*Huge plant, chaotic good* + +**Armor Class** 16 (natural armor) + +**Hit Points** 138 (12d12+60) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|---------|---------|---------| +| 23 (+6) | 8 (-1) | 21 (+5) | 12 (+1) | 16 (+3) | 12 (+1) | + +**Damage Resistances** bludgeoning, piercing + +**Damage Vulnerabilities** fire + +**Senses** passive Perception 13 + +**Languages** Common, Druidic, Elvish, Sylvan + +**Challenge** 9 (5,000 XP) + +***False Appearance***. While the treant remains motionless, it is indistinguishable from a normal tree. + +***Siege Monster***. The treant deals double damage to objects and structures. + +###### Actions + +***Multiattack***. The treant makes two slam attacks. + +***Slam***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 16 (3d6+6) bludgeoning damage. + +***Rock***. *Ranged Weapon Attack:* +10 to hit, range 60/180 ft., one target. *Hit:* 28 (4d10+6) bludgeoning damage. + +***Animate Trees (1/Day)***. The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. \ No newline at end of file diff --git a/Documents/Monsters/Tribal Warrior (NPC).md b/Documents/Monsters/Tribal Warrior (NPC).md new file mode 100644 index 0000000..a11bea2 --- /dev/null +++ b/Documents/Monsters/Tribal Warrior (NPC).md @@ -0,0 +1,27 @@ +### Tribal Warrior + +*Medium humanoid (any race), any alignment* + +**Armor Class** 12 (hide armor) + +**Hit Points** 11 (2d8 + 2) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 13 (+1) | 11 (+0) | 12 (+1) | 8 (-1) | 11 (+0) | 8 (-1) | + +**Senses** passive Perception 10 + +**Languages** any one language + +**Challenge** 1/8 (25 XP) + +***Pack Tactics***. The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated. + +###### Actions + +***Spear***. *Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. + +**Tribal warriors** live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods. \ No newline at end of file diff --git a/Documents/Monsters/Triceratops (Dinosaur).md b/Documents/Monsters/Triceratops (Dinosaur).md new file mode 100644 index 0000000..01bfcf7 --- /dev/null +++ b/Documents/Monsters/Triceratops (Dinosaur).md @@ -0,0 +1,29 @@ +### Triceratops (Dinosaur) + +*Huge beast, unaligned* + +**Armor Class** 13 (natural armor) + +**Hit Points** 95 (10d12+30) + +**Speed** 50 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|--------|---------|--------| +| 22 (+6) | 9 (-1) | 17 (+3) | 2 (-4) | 11 (+0) | 5 (-3) | + +**Senses** passive Perception 10 + +**Languages** - + +**Challenge** 5 (1,800 XP) + +***Trampling Charge***. If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. + +If the target is prone, the triceratops can make one stomp attack against it as a bonus action. + +###### Actions + +***Gore***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 24 (4d8+6) piercing damage. + +***Stomp***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one prone creature. *Hit:* 22 (3d10+6) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Troll.md b/Documents/Monsters/Troll.md new file mode 100644 index 0000000..be099c2 --- /dev/null +++ b/Documents/Monsters/Troll.md @@ -0,0 +1,33 @@ +## Troll + +*Large giant, chaotic evil* + +**Armor Class** 15 (natural armor) + +**Hit Points** 84 (8d10+40) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|--------|--------| +| 18 (+4) | 13 (+1) | 20 (+5) | 7 (-2) | 9 (-1) | 7 (-2) | + +**Skills** Perception +2 + +**Senses** darkvision 60 ft., passive Perception 12 + +**Languages** Giant + +**Challenge** 5 (1,800 XP) + +***Keen Smell***. The troll has advantage on Wisdom (Perception) checks that rely on smell. + +***Regeneration***. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. + +###### Actions + +***Multiattack***. The troll makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6+4) piercing damage. + +***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. \ No newline at end of file diff --git a/Documents/Monsters/Tyrannosaurus Rex (Dinosaur).md b/Documents/Monsters/Tyrannosaurus Rex (Dinosaur).md new file mode 100644 index 0000000..1591e1b --- /dev/null +++ b/Documents/Monsters/Tyrannosaurus Rex (Dinosaur).md @@ -0,0 +1,29 @@ +### Tyrannosaurus Rex (Dinosaur) + +*Huge beast, unaligned* + +**Armor Class** 13 (natural armor) + +**Hit Points** 136 (13d12+52) + +**Speed** 50 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 25 (+7) | 10 (+0) | 19 (+4) | 2 (-4) | 12 (+1) | 9 (-1) | + +**Skills** Perception +4 + +**Senses** passive Perception 14 + +**Languages** - + +**Challenge** 8 (3,900 XP) + +###### Actions + +***Multiattack***. The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target. + +***Bite***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 33 (4d12+7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target. + +***Tail***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 20 (3d8+7) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Monsters U.md b/Documents/Monsters/Unicorn.md similarity index 99% rename from Documents/Monsters/Monsters U.md rename to Documents/Monsters/Unicorn.md index 40534c1..7ffd765 100644 --- a/Documents/Monsters/Monsters U.md +++ b/Documents/Monsters/Unicorn.md @@ -1,5 +1,3 @@ -# Monsters (U) - ## Unicorn *Large celestial, lawful good* diff --git a/Documents/Monsters/Vampire Spawn.md b/Documents/Monsters/Vampire Spawn.md new file mode 100644 index 0000000..cc02c51 --- /dev/null +++ b/Documents/Monsters/Vampire Spawn.md @@ -0,0 +1,47 @@ +### Vampire Spawn + +*Medium undead, neutral evil* + +**Armor Class** 15 (natural armor) + +**Hit Points** 82 (11d8+33) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 16 (+3) | 16 (+3) | 16 (+3) | 11 (+0) | 10 (+0) | 12 (+1) | + +**Saving Throws** Dex +6, Wis +3 + +**Skills** Perception +3, Stealth +6 + +**Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks + +**Senses** darkvision 60 ft., passive Perception 13 + +**Languages** the languages it knew in life + +**Challenge** 5 (1,800 XP) + +***Regeneration***. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. + +***Spider Climb***. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + +***Vampire Weaknesses***. The vampire has the following flaws: + +*Forbiddance*. The vampire can't enter a residence without an invitation from one of the occupants. + +*Harmed by Running Water*. The vampire takes 20 acid damage when it ends its turn in running water. + +*Stake to the Heart*. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. + +*Sunlight Hypersensitivity*. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. + +###### Actions + +***Multiattack***. The vampire makes two attacks, only one of which can be a bite attack. + +***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 8 (2d4+3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13). + +***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. *Hit:* 6 (1d6+3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \ No newline at end of file diff --git a/Documents/Monsters/Monsters V.md b/Documents/Monsters/Vampire.md similarity index 70% rename from Documents/Monsters/Monsters V.md rename to Documents/Monsters/Vampire.md index 7838c04..bfe5abc 100644 --- a/Documents/Monsters/Monsters V.md +++ b/Documents/Monsters/Vampire.md @@ -1,7 +1,3 @@ -# Monsters (V) - -## Vampires - ### Vampire *Medium undead (shapechanger), lawful evil* @@ -76,52 +72,4 @@ The vampire can take 3 legendary actions, choosing from the options below. Only **Unarmed Strike**. The vampire makes one unarmed strike. -**Bite (Costs 2 Actions)**. The vampire makes one bite attack. - -### Vampire Spawn - -*Medium undead, neutral evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 82 (11d8+33) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 16 (+3) | 16 (+3) | 11 (+0) | 10 (+0) | 12 (+1) | - -**Saving Throws** Dex +6, Wis +3 - -**Skills** Perception +3, Stealth +6 - -**Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks - -**Senses** darkvision 60 ft., passive Perception 13 - -**Languages** the languages it knew in life - -**Challenge** 5 (1,800 XP) - -***Regeneration***. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. - -***Spider Climb***. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -***Vampire Weaknesses***. The vampire has the following flaws: - -*Forbiddance*. The vampire can't enter a residence without an invitation from one of the occupants. - -*Harmed by Running Water*. The vampire takes 20 acid damage when it ends its turn in running water. - -*Stake to the Heart*. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. - -*Sunlight Hypersensitivity*. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. - -###### Actions - -***Multiattack***. The vampire makes two attacks, only one of which can be a bite attack. - -***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 8 (2d4+3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13). - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. *Hit:* 6 (1d6+3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \ No newline at end of file +**Bite (Costs 2 Actions)**. The vampire makes one bite attack. \ No newline at end of file diff --git a/Documents/Monsters/Veteran (NPC).md b/Documents/Monsters/Veteran (NPC).md new file mode 100644 index 0000000..072fc87 --- /dev/null +++ b/Documents/Monsters/Veteran (NPC).md @@ -0,0 +1,33 @@ +### Veteran + +*Medium humanoid (any race), any alignment* + +**Armor Class** 17 (splint) + +**Hit Points** 58 (9d8 + 18) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 16 (+3) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) | + +**Skills** Athletics +5, Perception +2 + +**Senses** passive Perception 12 + +**Languages** any one language (usually Common) + +**Challenge** 3 (700 XP) + +###### Actions + +***Multiattack***. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. + +***Longsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. + +***Shortsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage. + +***Heavy Crossbow***. *Ranged Weapon Attack:* +3 to hit, range 100/400 ft., one target. *Hit:* 6 (1d10 + 1) piercing damage. + +**Veterans** are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves. \ No newline at end of file diff --git a/Documents/Monsters/Violet Fungus (Fungi).md b/Documents/Monsters/Violet Fungus (Fungi).md new file mode 100644 index 0000000..6b13436 --- /dev/null +++ b/Documents/Monsters/Violet Fungus (Fungi).md @@ -0,0 +1,29 @@ +### Violet Fungus (Fungi) + +*Medium plant, unaligned* + +**Armor Class** 5 + +**Hit Points** 18 (4d8) + +**Speed** 5 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|--------|---------|--------|--------|--------| +| 3 (-4) | 1 (-5) | 10 (+0) | 1 (-5) | 3 (-4) | 1 (-5) | + +**Condition Immunities** blinded, deafened, frightened + +**Senses** blindsight 30 ft. (blind beyond this radius), passive Perception 6 + +**Languages** - + +**Challenge** 1/4 (50 XP) + +***False Appearance***. While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus. + +###### Actions + +***Multiattack***. The fungus makes 1d4 Rotting Touch attacks. + +***Rotting Touch***. *Melee Weapon Attack:* +2 to hit, reach 10 ft., one creature. *Hit:* 4 (1d8) necrotic damage. \ No newline at end of file diff --git a/Documents/Monsters/Vrock (Demon).md b/Documents/Monsters/Vrock (Demon).md new file mode 100644 index 0000000..f2ab812 --- /dev/null +++ b/Documents/Monsters/Vrock (Demon).md @@ -0,0 +1,41 @@ +### Vrock (Demon) + +*Large fiend (demon), chaotic evil* + +**Armor Class** 15 (natural armor) + +**Hit Points** 104 (11d10+44) + +**Speed** 40 ft., fly 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 17 (+3) | 15 (+2) | 18 (+4) | 8 (-1) | 13 (+1) | 8 (-1) | + +**Saving Throws** Dex +5, Wis +4, Cha +2 + +**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + +**Damage Immunities** poison + +**Condition Immunities** poisoned + +**Senses** darkvision 120 ft., passive Perception 11 + +**Languages** Abyssal, telepathy 120 ft. + +**Challenge** 6 (2,300 XP) + +***Magic Resistance***. The vrock has advantage on saving throws against spells and other magical effects. + +###### Actions + +***Multiattack***. The vrock makes two attacks: one with its beak and one with its talons. + +***Beak***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) piercing damage. + +***Talons***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 14 (2d10+3) slashing damage. + +***Spores (Recharge 6)***. A 15-foot radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it. + +***Stunning Screech (1/Day)***. The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn. \ No newline at end of file diff --git a/Documents/Monsters/Vulture (Creature).md b/Documents/Monsters/Vulture (Creature).md new file mode 100644 index 0000000..480530d --- /dev/null +++ b/Documents/Monsters/Vulture (Creature).md @@ -0,0 +1,29 @@ +### Vulture + +*Medium beast, unaligned* + +**Armor Class** 10 + +**Hit Points** 5 (1d8+1) + +**Speed** 10 ft., fly 50 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|--------|---------|--------| +| 7 (-2) | 10 (+0) | 13 (+1) | 2 (-4) | 12 (+1) | 4 (-3) | + +**Skills** Perception +3 + +**Senses** passive Perception 13 + +**Languages** - + +**Challenge** 0 (10 XP) + +***Keen Sight and Smell***. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. + +***Pack Tactics***. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated. + +###### Actions + +***Beak***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Warhorse (Creature).md b/Documents/Monsters/Warhorse (Creature).md new file mode 100644 index 0000000..10ccfc8 --- /dev/null +++ b/Documents/Monsters/Warhorse (Creature).md @@ -0,0 +1,25 @@ +### Warhorse + +*Large beast, unaligned* + +**Armor Class** 11 + +**Hit Points** 19 (3d10+3) + +**Speed** 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 18 (+4) | 12 (+1) | 13 (+1) | 2 (-4) | 12 (+1) | 7 (-2) | + +**Senses** passive Perception 11 + +**Languages** - + +**Challenge** 1/2 (100 XP) + +***Trampling Charge***. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action. + +###### Actions + +***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Warhorse Skeleton.md b/Documents/Monsters/Warhorse Skeleton.md new file mode 100644 index 0000000..b83750c --- /dev/null +++ b/Documents/Monsters/Warhorse Skeleton.md @@ -0,0 +1,29 @@ +### Warhorse Skeleton + +*Large undead, lawful evil* + +**Armor Class** 13 (barding scraps) + +**Hit Points** 22 (3d10+6) + +**Speed** 60 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|--------|--------| +| 18 (+4) | 12 (+1) | 15 (+2) | 2 (-4) | 8 (-1) | 5 (-3) | + +**Damage Vulnerabilities** bludgeoning + +**Damage Immunities** poison + +**Condition Immunities** exhaustion, poisoned + +**Senses** darkvision 60 ft., passive Perception 9 + +**Languages** - + +**Challenge** 1/2 (100 XP) + +###### Actions + +***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Monsters/Water Elemental.md b/Documents/Monsters/Water Elemental.md new file mode 100644 index 0000000..0ea6bfa --- /dev/null +++ b/Documents/Monsters/Water Elemental.md @@ -0,0 +1,39 @@ +### Water Elemental + +*Large elemental, neutral* + +**Armor Class** 14 (natural armor) + +**Hit Points** 114 (12d10+48) + +**Speed** 30 ft., swim 90 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 18 (+4) | 14 (+2) | 18 (+4) | 5 (-3) | 10 (+0) | 8 (-1) | + +**Damage Resistances** acid; bludgeoning, piercing, and slashing from nonmagical attacks + +**Damage Immunities** poison + +**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + +**Senses** darkvision 60 ft., passive Perception 10 + +**Languages** Aquan + +**Challenge** 5 (1,800 XP) + +***Water Form***. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. + +***Freeze***. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. + +###### Actions + +***Multiattack***. The elemental makes two slam attacks. + +***Slam***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage. + +***Whelm (Recharge 4-6)***. Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8+4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. + +The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8+4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding. \ No newline at end of file diff --git a/Documents/Monsters/Weasel (Creature).md b/Documents/Monsters/Weasel (Creature).md new file mode 100644 index 0000000..3d66621 --- /dev/null +++ b/Documents/Monsters/Weasel (Creature).md @@ -0,0 +1,27 @@ +### Weasel + +*Tiny beast, unaligned* + +**Armor Class** 13 + +**Hit Points** 1 (1d4-1) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|--------|--------|---------|--------| +| 3 (-4) | 16 (+3) | 8 (-1) | 2 (-4) | 12 (+1) | 3 (-4) | + +**Skills** Perception +3, Stealth +5 + +**Senses** passive Perception 13 + +**Languages** - + +**Challenge** 0 (10 XP) + +***Keen Hearing and Smell***. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Werebear (Lycanthrope).md b/Documents/Monsters/Werebear (Lycanthrope).md new file mode 100644 index 0000000..853a1b1 --- /dev/null +++ b/Documents/Monsters/Werebear (Lycanthrope).md @@ -0,0 +1,37 @@ +### Werebear (Lycanthrope) + +*Medium humanoid (human, shapechanger), neutral good* + +**Armor Class** 10 in humanoid form, 11 (natural armor) in bear and hybrid form + +**Hit Points** 135 (18d8+54) + +**Speed** 30 ft. (40 ft., climb 30 ft. in bear or hybrid form) + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 19 (+4) | 10 (+0) | 17 (+3) | 11 (+0) | 12 (+1) | 12 (+1) | + +**Skills** Perception +7 + +**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons + +**Senses** passive Perception 17 + +**Languages** Common (can't speak in bear form) + +**Challenge** 5 (1,800 XP) + +***Shapechanger***. The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + +***Keen Smell***. The werebear has advantage on Wisdom (Perception) checks that rely on smell. + +###### Actions + +***Multiattack***. In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid. + +***Bite (Bear or Hybrid Form Only)***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 15 (2d10+4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy. + +***Claw (Bear or Hybrid Form Only)***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage. + +***Greataxe (Humanoid or Hybrid Form Only)***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 10 (1d12+4) slashing damage. \ No newline at end of file diff --git a/Documents/Monsters/Wereboar (Lycanthrope).md b/Documents/Monsters/Wereboar (Lycanthrope).md new file mode 100644 index 0000000..37e6b80 --- /dev/null +++ b/Documents/Monsters/Wereboar (Lycanthrope).md @@ -0,0 +1,37 @@ +### Wereboar (Lycanthrope) + +*Medium humanoid (human, shapechanger), neutral evil* + +**Armor Class** 10 in humanoid form, 11 (natural armor) in boar or hybrid form + +**Hit Points** 78 (12d8+24) + +**Speed** 30 ft. (40 ft. in boar form) + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|--------| +| 17 (+3) | 10 (+0) | 15 (+2) | 10 (+0) | 11 (+0) | 8 (-1) | + +**Skills** Perception +2 + +**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons + +**Senses** passive Perception 12 + +**Languages** Common (can't speak in boar form) + +**Challenge** 4 (1,100 XP) + +***Shapechanger***. The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + +***Charge (Boar or Hybrid Form Only)***. If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + +***Relentless (Recharges after a Short or Long Rest)***. If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. + +###### Actions + +***Multiattack (Humanoid or Hybrid Form Only)***. The wereboar makes two attacks, only one of which can be with its tusks. + +***Maul (Humanoid or Hybrid Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) bludgeoning damage. + +***Tusks (Boar or Hybrid Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy. \ No newline at end of file diff --git a/Documents/Monsters/Wererat (Lycanthrope).md b/Documents/Monsters/Wererat (Lycanthrope).md new file mode 100644 index 0000000..4f87a76 --- /dev/null +++ b/Documents/Monsters/Wererat (Lycanthrope).md @@ -0,0 +1,37 @@ +### Wererat (Lycanthrope) + +*Medium humanoid (human, shapechanger), lawful evil* + +**Armor Class** 12 + +**Hit Points** 33 (6d8+6) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|--------| +| 10 (+0) | 15 (+2) | 12 (+1) | 11 (+0) | 10 (+0) | 8 (-1) | + +**Skills** Perception +2, Stealth +4 + +**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons + +**Senses** darkvision 60 ft. (rat form only), passive Perception 12 + +**Languages** Common (can't speak in rat form) + +**Challenge** 2 (450 XP) + +***Shapechanger***. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + +***Keen Smell***. The wererat has advantage on Wisdom (Perception) checks that rely on smell. + +###### Actions + +***Multiattack (Humanoid or Hybrid Form Only)***. The wererat makes two attacks, only one of which can be a bite. + +***Bite (Rat or Hybrid Form Only)***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy. + +***Shortsword (Humanoid or Hybrid Form Only)***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. + +***Hand Crossbow (Humanoid or Hybrid Form Only)***. *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 5 (1d6+2) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Weretiger (Lycanthrope).md b/Documents/Monsters/Weretiger (Lycanthrope).md new file mode 100644 index 0000000..77e7b8c --- /dev/null +++ b/Documents/Monsters/Weretiger (Lycanthrope).md @@ -0,0 +1,41 @@ +### Weretiger (Lycanthrope) + +*Medium humanoid (human, shapechanger), neutral* + +**Armor Class** 12 + +**Hit Points** 120 (16d8+48) + +**Speed** 30 ft. (40 ft. in tiger form) + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 17 (+3) | 15 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 11 (+0) | + +**Skills** Perception +5, Stealth +4 + +**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons + +**Senses** darkvision 60 ft., passive Perception 15 + +**Languages** Common (can't speak in tiger form) + +**Challenge** 4 (1,100 XP) + +***Shapechanger***. The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + +***Keen Hearing and Smell***. The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell. + +***Pounce (Tiger or Hybrid Form Only)***. If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action. + +###### Actions + +***Multiattack (Humanoid or Hybrid Form Only)***. In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks. + +***Bite (Tiger or Hybrid Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10+3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy. + +***Claw (Tiger or Hybrid Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) slashing damage. + +***Scimitar (Humanoid or Hybrid Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) slashing damage. + +***Longbow (Humanoid or Hybrid Form Only)***. *Ranged Weapon Attack:* +4 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8+2) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Werewolf (Lycanthrope).md b/Documents/Monsters/Werewolf (Lycanthrope).md new file mode 100644 index 0000000..5ca66dd --- /dev/null +++ b/Documents/Monsters/Werewolf (Lycanthrope).md @@ -0,0 +1,37 @@ +### Werewolf (Lycanthrope) + +*Medium humanoid (human, shapechanger), chaotic evil* + +**Armor Class** 11 in humanoid form, 12 (natural armor) in wolf or hybrid form + +**Hit Points** 58 (9d8+18) + +**Speed** 30 ft. (40 ft. in wolf form) + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 15 (+2) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) | + +**Skills** Perception +4, Stealth +3 + +**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons + +**Senses** passive Perception 14 + +**Languages** Common (can't speak in wolf form) + +**Challenge** 3 (700 XP) + +***Shapechanger***. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + +***Keen Hearing and Smell***. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. + +###### Actions + +***Multiattack (Humanoid or Hybrid Form Only)***. The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form). + +***Bite (Wolf or Hybrid Form Only)***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. + +***Claws (Hybrid Form Only)***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 7 (2d4+2) slashing damage. + +***Spear (Humanoid Form Only)***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one creature. *Hit:* 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack. \ No newline at end of file diff --git a/Documents/Monsters/White Dragon Wyrmling (Chromatic).md b/Documents/Monsters/White Dragon Wyrmling (Chromatic).md new file mode 100644 index 0000000..b46692c --- /dev/null +++ b/Documents/Monsters/White Dragon Wyrmling (Chromatic).md @@ -0,0 +1,31 @@ +# White Dragon Wyrmling (Chromatic) + +*Medium dragon, chaotic evil* + +**Armor Class** 16 (natural armor) + +**Hit Points** 32 (5d8+10) + +**Speed** 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|---------| +| 14 (+2) | 10 (+0) | 14 (+2) | 5 (-3) | 10 (+0) | 11 (+0) | + +**Saving Throws** Dex +2, Con +4, Wis +2, Cha +2 + +**Skills** Perception +4, Stealth +2 + +**Damage Immunities** cold + +**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + +**Languages** Draconic + +**Challenge** 2 (450 XP) + +###### Actions + +***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10+2) piercing damage plus 2 (1d4) cold damage. + +***Cold Breath (Recharge 5-6)***. The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/Documents/Monsters/Wight.md b/Documents/Monsters/Wight.md new file mode 100644 index 0000000..51b756d --- /dev/null +++ b/Documents/Monsters/Wight.md @@ -0,0 +1,41 @@ +## Wight + +*Medium undead, neutral evil* + +**Armor Class** 14 (studded leather) + +**Hit Points** 45 (6d8+18) + +**Speed** 30 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 15 (+2) | 14 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 15 (+2) | + +**Skills** Perception +3, Stealth +4 + +**Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + +**Damage Immunities** poison + +**Condition Immunities** exhaustion, poisoned + +**Senses** darkvision 60 ft., passive Perception 13 + +**Languages** the languages it knew in life + +**Challenge** 3 (700 XP) + +***Sunlight Sensitivity***. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + +###### Actions + +***Multiattack***. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack. + +***Life Drain***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6+2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + +A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. + +***Longsword***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands. + +***Longbow***. *Ranged Weapon Attack:* +4 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8+2) piercing damage. \ No newline at end of file diff --git a/Documents/Monsters/Will-o'-Wisp.md b/Documents/Monsters/Will-o'-Wisp.md new file mode 100644 index 0000000..38d8021 --- /dev/null +++ b/Documents/Monsters/Will-o'-Wisp.md @@ -0,0 +1,39 @@ +## Will-o'-Wisp + +*Tiny undead, chaotic evil* + +**Armor Class** 19 + +**Hit Points** 22 (9d4) + +**Speed** 0 ft., fly 50 ft. (hover) + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|---------|---------|---------| +| 1 (-5) | 28 (+9) | 10 (+0) | 13 (+1) | 14 (+2) | 11 (+0) | + +**Damage Immunities** lightning, poison + +**Damage Resistances** acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + +**Condition Immunities** exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious + +**Senses** darkvision 120 ft., passive Perception 12 + +**Languages** the languages it knew in life + +**Challenge** 2 (450 XP) + +***Consume Life***. As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points. + +***Ephemeral***. The will-o'-wisp can't wear or carry anything. + +***Incorporeal Movement***. The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + +***Variable Illumination***. The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action. + +###### Actions + +***Shock***. *Melee Spell Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 9 (2d8) lightning damage. + +***Invisibility***. The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell). \ No newline at end of file diff --git a/Documents/Monsters/Winter Wolf (Creature).md b/Documents/Monsters/Winter Wolf (Creature).md new file mode 100644 index 0000000..f7b05ac --- /dev/null +++ b/Documents/Monsters/Winter Wolf (Creature).md @@ -0,0 +1,37 @@ +### Winter Wolf + +*Large monstrosity, neutral evil* + +**Armor Class** 13 (natural armor) + +**Hit Points** 75 (10d10+20) + +**Speed** 50 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 18 (+4) | 13 (+1) | 14 (+2) | 7 (-2) | 12 (+1) | 8 (-1) | + +**Skills** Perception +5, Stealth +3 + +**Damage Immunities** cold + +**Senses** passive Perception 15 + +**Languages** Common, Giant, Winter Wolf + +**Challenge** 3 (700 XP) + +***Keen Hearing and Smell***. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. + +***Pack Tactics***. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. + +***Snow Camouflage***. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. + +***Cold Breath (Recharge 5-6)***. The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. + +The arctic-dwelling **winter wolf** is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves' deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations. \ No newline at end of file diff --git a/Documents/Monsters/Wolf (Creature).md b/Documents/Monsters/Wolf (Creature).md new file mode 100644 index 0000000..09ecdff --- /dev/null +++ b/Documents/Monsters/Wolf (Creature).md @@ -0,0 +1,29 @@ +### Wolf + +*Medium beast, unaligned* + +**Armor Class** 13 (natural armor) + +**Hit Points** 11 (2d8+2) + +**Speed** 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 12 (+1) | 15 (+2) | 12 (+1) | 3 (-4) | 12 (+1) | 6 (-2) | + +**Skills** Perception +3, Stealth +4 + +**Senses** passive Perception 13 + +**Languages** - + +**Challenge** 1/4 (50 XP) + +***Keen Hearing and Smell***. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. + +***Pack Tactics***. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. \ No newline at end of file diff --git a/Documents/Monsters/Worg (Creature).md b/Documents/Monsters/Worg (Creature).md new file mode 100644 index 0000000..d6d417a --- /dev/null +++ b/Documents/Monsters/Worg (Creature).md @@ -0,0 +1,29 @@ +### Worg + +*Large monstrosity, neutral evil* + +**Armor Class** 13 (natural armor) + +**Hit Points** 26 (4d10+4) + +**Speed** 50 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 16 (+3) | 13 (+1) | 13 (+1) | 7 (-2) | 11 (+0) | 8 (-1) | + +**Skills** Perception +4 + +**Senses** darkvision 60 ft., passive Perception 14 + +**Languages** Goblin, Worg + +**Challenge** 1/2 (100 XP) + +***Keen Hearing and Smell***. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell. + +###### Actions + +***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + +A **worg** is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well. \ No newline at end of file diff --git a/Documents/Monsters/Wraith.md b/Documents/Monsters/Wraith.md new file mode 100644 index 0000000..923fdb1 --- /dev/null +++ b/Documents/Monsters/Wraith.md @@ -0,0 +1,35 @@ +## Wraith + +*Medium undead, neutral evil* + +**Armor Class** 13 + +**Hit Points** 67 (9d8+27) + +**Speed** 0 ft., fly 60 ft. (hover) + +| STR | DEX | CON | INT | WIS | CHA | +|--------|---------|---------|---------|---------|---------| +| 6 (-2) | 16 (+3) | 16 (+3) | 12 (+1) | 14 (+2) | 15 (+2) | + +**Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + +**Damage Immunities** necrotic, poison + +**Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained + +**Senses** darkvision 60 ft., passive Perception 12 + +**Languages** the languages it knew in life + +**Challenge** 5 (1,800 XP) + +***Incorporeal Movement***. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + +***Sunlight Sensitivity***. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + +###### Actions + +***Life Drain***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 21 (4d8+3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + +***Create Specter***. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time. \ No newline at end of file diff --git a/Documents/Monsters/Wyvern.md b/Documents/Monsters/Wyvern.md new file mode 100644 index 0000000..9dbf370 --- /dev/null +++ b/Documents/Monsters/Wyvern.md @@ -0,0 +1,31 @@ +## Wyvern + +*Large dragon, unaligned* + +**Armor Class** 13 (natural armor) + +**Hit Points** 110 (13d10+39) + +**Speed** 20 ft., fly 80 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|--------| +| 19 (+4) | 10 (+0) | 16 (+3) | 5 (-3) | 12 (+1) | 6 (-2) | + +**Skills** Perception +4 + +**Senses** darkvision 60 ft., passive Perception 14 + +**Languages** - + +**Challenge** 6 (2,300 XP) + +###### Actions + +***Multiattack***. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack. + +***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one creature. *Hit:* 11 (2d6+4) piercing damage. + +***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage. + +***Stinger***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one creature. *Hit:* 11 (2d6+4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/Documents/Monsters/Monsters X.md b/Documents/Monsters/Xorn.md similarity index 98% rename from Documents/Monsters/Monsters X.md rename to Documents/Monsters/Xorn.md index 0f54702..ae587eb 100644 --- a/Documents/Monsters/Monsters X.md +++ b/Documents/Monsters/Xorn.md @@ -1,5 +1,3 @@ -# Monsters (X) - ## Xorn *Medium elemental, neutral* diff --git a/Documents/Monsters/Young Black Dragon (Chromatic).md b/Documents/Monsters/Young Black Dragon (Chromatic).md new file mode 100644 index 0000000..bdfe5ee --- /dev/null +++ b/Documents/Monsters/Young Black Dragon (Chromatic).md @@ -0,0 +1,37 @@ +# Young Black Dragon (Chromatic) + +*Large dragon, chaotic evil* + +**Armor Class** 18 (natural armor) + +**Hit Points** 127 (15d10+45) + +**Speed** 40 ft., fly 80 ft., swim 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 19 (+4) | 14 (+2) | 17 (+3) | 12 (+1) | 11 (+0) | 15 (+2) | + +**Saving Throws** Dex +5, Con +6, Wis +3, Cha +5 + +**Skills** Perception +6, Stealth +5 + +**Damage Immunities** acid + +**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16 + +**Languages** Common, Draconic + +**Challenge** 7 (2,900 XP) + +***Amphibious***. The dragon can breathe air and water. + +###### Actions + +***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10+4) piercing damage plus 4 (1d8) acid damage. + +***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. + +***Acid Breath (Recharge 5-6)***. The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/Documents/Monsters/Young Blue Dragon (Chromatic).md b/Documents/Monsters/Young Blue Dragon (Chromatic).md new file mode 100644 index 0000000..6f1e4c3 --- /dev/null +++ b/Documents/Monsters/Young Blue Dragon (Chromatic).md @@ -0,0 +1,35 @@ +# Young Blue Dragon (Chromatic) + +*Large dragon, lawful evil* + +**Armor Class** 18 (natural armor) + +**Hit Points** 152 (16d10+64) + +**Speed** 40 ft., burrow 20 ft., fly 80 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 21 (+5) | 10 (+0) | 19 (+4) | 14 (+2) | 13 (+1) | 17 (+3) | + +**Saving Throws** Dex +4, Con +8, Wis +5, Cha +7 + +**Skills** Perception +9, Stealth +4 + +**Damage Immunities** lightning + +**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 19 + +**Languages** Common, Draconic + +**Challenge** 9 (5,000 XP) + +###### Actions + +***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 16 (2d10+5) piercing damage plus 5 (1d10) lightning damage. + +***Claw***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 12 (2d6+5) slashing damage. + +***Lightning Breath (Recharge 5-6)***. The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/Documents/Monsters/Young Brass Dragon (Metallic).md b/Documents/Monsters/Young Brass Dragon (Metallic).md new file mode 100644 index 0000000..37e23d8 --- /dev/null +++ b/Documents/Monsters/Young Brass Dragon (Metallic).md @@ -0,0 +1,39 @@ +# Young Brass Dragon (Metallic) + +*Large dragon, chaotic good* + +**Armor Class** 17 (natural armor) + +**Hit Points** 110 (13d10+39) + +**Speed** 40 ft., burrow 20 ft., fly 80 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 19 (+4) | 10 (+0) | 17 (+3) | 12 (+1) | 11 (+0) | 15 (+2) | + +**Saving Throws** Dex +3, Con +6, Wis +3, Cha +5 + +**Skills** Perception +6, Persuasion +5, Stealth +3 + +**Damage Immunities** fire + +**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16 + +**Languages** Common, Draconic + +**Challenge** 6 (2,300 XP) + +###### Actions + +***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10+4) piercing damage. + +***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. + +***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. + +**Fire Breath**. The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. + +**Sleep Breath**. The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. \ No newline at end of file diff --git a/Documents/Monsters/Young Bronze Dragon (Metallic).md b/Documents/Monsters/Young Bronze Dragon (Metallic).md new file mode 100644 index 0000000..2f4e5a1 --- /dev/null +++ b/Documents/Monsters/Young Bronze Dragon (Metallic).md @@ -0,0 +1,41 @@ +# Young Bronze Dragon (Metallic) + +*Large dragon, lawful good* + +**Armor Class** 18 (natural armor) + +**Hit Points** 142 (15d10+60) + +**Speed** 40 ft., fly 80 ft., swim 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 21 (+5) | 10 (+0) | 19 (+4) | 14 (+2) | 13 (+1) | 17 (+3) | + +**Saving Throws** Dex +3, Con +7, Wis +4, Cha +6 + +**Skills** Insight +4, Perception +7, Stealth +3 + +**Damage Immunities** lightning + +**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17 + +**Languages** Common, Draconic + +**Challenge** 8 (3,900 XP) + +***Amphibious***. The dragon can breathe air and water. + +###### Actions + +***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 16 (2d10+5) piercing damage. + +***Claw***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 12 (2d6+5) slashing damage. + +***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. + +**Lightning Breath**. The dragon exhales lightning in a 60- foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. + +**Repulsion Breath**. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon. \ No newline at end of file diff --git a/Documents/Monsters/Young Copper Dragon (Metallic).md b/Documents/Monsters/Young Copper Dragon (Metallic).md new file mode 100644 index 0000000..748bac8 --- /dev/null +++ b/Documents/Monsters/Young Copper Dragon (Metallic).md @@ -0,0 +1,39 @@ +# Young Copper Dragon (Metallic) + +*Large dragon, chaotic good* + +**Armor Class** 17 (natural armor) + +**Hit Points** 119 (14d10+42) + +**Speed** 40 ft., climb 40 ft., fly 80 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 19 (+4) | 12 (+1) | 17 (+3) | 16 (+3) | 13 (+1) | 15 (+2) | + +**Saving Throws** Dex +4, Con +6, Wis +4, Cha +5 + +**Skills** Deception +5, Perception +7, Stealth +4 + +**Damage Immunities** acid + +**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17 + +**Languages** Common, Draconic + +**Challenge** 7 (2,900 XP) + +###### Actions + +***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10+4) piercing damage. + +***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. + +***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. + +**Acid Breath**. The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one. + +**Slowing Breath**. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. \ No newline at end of file diff --git a/Documents/Monsters/Young Gold Dragon (Metallic).md b/Documents/Monsters/Young Gold Dragon (Metallic).md new file mode 100644 index 0000000..9bb7e4d --- /dev/null +++ b/Documents/Monsters/Young Gold Dragon (Metallic).md @@ -0,0 +1,41 @@ +# Young Gold Dragon (Metallic) + +*Large dragon, lawful good* + +**Armor Class** 18 (natural armor) + +**Hit Points** 178 (17d10+85) + +**Speed** 40 ft., fly 80 ft., swim 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 23 (+6) | 14 (+2) | 21 (+5) | 16 (+3) | 13 (+1) | 20 (+5) | + +**Saving Throws** Dex +6, Con +9, Wis +5, Cha +9 + +**Skills** Insight +5, Perception +9, Persuasion +9, Stealth +6 + +**Damage Immunities** fire + +**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 19 + +**Languages** Common, Draconic + +**Challenge** 10 (5,900 XP) + +***Amphibious***. The dragon can breathe air and water. + +###### Actions + +***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage. + +***Claw***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. + +***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. + +**Fire Breath**. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one. + +**Weakening Breath**. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \ No newline at end of file diff --git a/Documents/Monsters/Young Green Dragon (Chromatic).md b/Documents/Monsters/Young Green Dragon (Chromatic).md new file mode 100644 index 0000000..9039837 --- /dev/null +++ b/Documents/Monsters/Young Green Dragon (Chromatic).md @@ -0,0 +1,39 @@ +# Young Green Dragon (Chromatic) + +*Large dragon, lawful evil* + +**Armor Class** 18 (natural armor) + +**Hit Points** 136 (16d10+48) + +**Speed** 40 ft., fly 80 ft., swim 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 19 (+4) | 12 (+1) | 17 (+3) | 16 (+3) | 13 (+1) | 15 (+2) | + +**Saving Throws** Dex +4, Con +6, Wis +4, Cha +5 + +**Skills** Deception +5, Perception +7, Stealth +4 + +**Damage Immunities** poison + +**Condition Immunities** poisoned + +**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17 + +**Languages** Common, Draconic + +**Challenge** 8 (3,900 XP) + +***Amphibious***. The dragon can breathe air and water. + +###### Actions + +***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10+4) piercing damage plus 7 (2d6) poison damage. + +***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. + +***Poison Breath (Recharge 5-6)***. The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/Documents/Monsters/Young Red Dragon (Chromatic).md b/Documents/Monsters/Young Red Dragon (Chromatic).md new file mode 100644 index 0000000..9b935be --- /dev/null +++ b/Documents/Monsters/Young Red Dragon (Chromatic).md @@ -0,0 +1,35 @@ +# Young Red Dragon (Chromatic) + +Large dragon, chaotic evil + +**Armor Class** 18 (natural armor) + +**Hit Points** 178 (17d10+85) + +**Speed** 40 ft., climb 40 ft., fly 80 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 23 (+6) | 10 (+0) | 21 (+5) | 14 (+2) | 11 (+0) | 19 (+4) | + +**Saving Throws** Dex +4, Con +9, Wis +4, Cha +8 + +**Skills** Perception +8, Stealth +4 + +**Damage Immunities** fire + +**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 18 + +**Languages** Common, Draconic + +**Challenge** 10 (5,900 XP) + +###### Actions + +***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage plus 3 (1d6) fire damage. + +***Claw***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. + +***Fire Breath (Recharge 5-6)***. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/Documents/Monsters/Young Silver Dragon (Metallic).md b/Documents/Monsters/Young Silver Dragon (Metallic).md new file mode 100644 index 0000000..ad91e6b --- /dev/null +++ b/Documents/Monsters/Young Silver Dragon (Metallic).md @@ -0,0 +1,39 @@ +# Young Silver Dragon (Metallic) + +*Large dragon, lawful good* + +**Armor Class** 18 (natural armor) + +**Hit Points** 168 (16d10+80) + +**Speed** 40 ft., fly 80 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 23 (+6) | 10 (+0) | 21 (+5) | 14 (+2) | 11 (+0) | 19 (+4) | + +**Saving Throws** Dex +4, Con +9, Wis +4, Cha +8 + +**Skills** Arcana +6, History +6, Perception +8, Stealth +4 + +**Damage Immunities** cold + +**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 18 + +**Languages** Common, Draconic + +**Challenge** 9 (5,000 XP) + +###### Actions + +***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage. + +***Claw***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. + +***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. + +**Cold Breath**. The dragon exhales an icy blast in a 30- foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. + +**Paralyzing Breath**. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \ No newline at end of file diff --git a/Documents/Monsters/Young White Dragon (Chromatic).md b/Documents/Monsters/Young White Dragon (Chromatic).md new file mode 100644 index 0000000..15eb372 --- /dev/null +++ b/Documents/Monsters/Young White Dragon (Chromatic).md @@ -0,0 +1,37 @@ +# Young White Dragon (Chromatic) + +*Large dragon, chaotic evil* + +**Armor Class** 17 (natural armor) + +**Hit Points** 133 (14d10+56) + +**Speed** 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|--------|---------|---------| +| 18 (+4) | 10 (+0) | 18 (+4) | 6 (-2) | 11 (+0) | 12 (+1) | + +**Saving Throws** Dex +3, Con +7, Wis +3, Cha +4 + +**Skills** Perception +6, Stealth +3 + +**Damage Immunities** cold + +**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16 + +**Languages** Common, Draconic + +**Challenge** 6 (2,300 XP) + +***Ice Walk***. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. + +###### Actions + +***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. + +***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10+4) piercing damage plus 4 (1d8) cold damage. + +***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. + +***Cold Breath (Recharge 5-6)***. The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/Documents/Monsters/Zombie.md b/Documents/Monsters/Zombie.md new file mode 100644 index 0000000..d50fbdb --- /dev/null +++ b/Documents/Monsters/Zombie.md @@ -0,0 +1,31 @@ +### Zombie + +*Medium undead, neutral evil* + +**Armor Class** 8 + +**Hit Points** 22 (3d8+9) + +**Speed** 20 ft. + +| STR | DEX | CON | INT | WIS | CHA | +|---------|--------|---------|--------|--------|--------| +| 13 (+1) | 6 (-2) | 16 (+3) | 3 (-4) | 6 (-2) | 5 (-3) | + +**Saving Throws** Wis +0 + +**Damage Immunities** poison + +**Condition Immunities** poisoned + +**Senses** darkvision 60 ft., passive Perception 8 + +**Languages** understands the languages it knew in life but can't speak + +**Challenge** 1/4 (50 XP) + +***Undead Fortitude***. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. + +###### Actions + +***Slam***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) bludgeoning damage. \ No newline at end of file diff --git a/Documents/Spells/Acid Arrow.md b/Documents/Spells/Acid Arrow.md new file mode 100644 index 0000000..2b0e19e --- /dev/null +++ b/Documents/Spells/Acid Arrow.md @@ -0,0 +1,15 @@ +### Acid Arrow + +*2nd-level evocation* + +**Casting Time:** 1 action + +**Range:** 90 feet + +**Components:** V, S, M (powdered rhubarb leaf and an adder's stomach) + +**Duration:** Instantaneous + +A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. + +***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd. \ No newline at end of file diff --git a/Documents/Spells/Acid Splash.md b/Documents/Spells/Acid Splash.md new file mode 100644 index 0000000..f3a79cc --- /dev/null +++ b/Documents/Spells/Acid Splash.md @@ -0,0 +1,15 @@ +### Acid Splash + +*Conjuration cantrip* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Instantaneous + +You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. + +This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). \ No newline at end of file diff --git a/Documents/Spells/Aid.md b/Documents/Spells/Aid.md new file mode 100644 index 0000000..6e15cc3 --- /dev/null +++ b/Documents/Spells/Aid.md @@ -0,0 +1,15 @@ +### Aid + +*2nd-level abjuration* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (a tiny strip of white cloth) + +**Duration:** 8 hours + +Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration. + +***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd. \ No newline at end of file diff --git a/Documents/Spells/Alarm.md b/Documents/Spells/Alarm.md new file mode 100644 index 0000000..bc89775 --- /dev/null +++ b/Documents/Spells/Alarm.md @@ -0,0 +1,17 @@ +### Alarm + +*1st-level abjuration (ritual)* + +**Casting Time:** 1 minute + +**Range:** 30 feet + +**Components:** V, S, M (a tiny bell and a piece of fine silver wire) + +**Duration:** 8 hours + +You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. + +A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. + +An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. \ No newline at end of file diff --git a/Documents/Spells/Alter Self.md b/Documents/Spells/Alter Self.md new file mode 100644 index 0000000..a0a147e --- /dev/null +++ b/Documents/Spells/Alter Self.md @@ -0,0 +1,19 @@ +### Alter Self + +*2nd-level transmutation* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** Concentration, up to 1 hour + +You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. + +***Aquatic Adaptation***. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. + +***Change Appearance***. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. + +***Natural Weapons***. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it. \ No newline at end of file diff --git a/Documents/Spells/Animal Friendship.md b/Documents/Spells/Animal Friendship.md new file mode 100644 index 0000000..c200687 --- /dev/null +++ b/Documents/Spells/Animal Friendship.md @@ -0,0 +1,15 @@ +### Animal Friendship + +*1st-­level enchantment* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (a morsel of food) + +**Duration:** 24 hours + +This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spells ends. + +***At Higher Levels***. When you cast this spell using a  spell slot of 2nd level or higher, you can affect one additional beast t level above 1st. \ No newline at end of file diff --git a/Documents/Spells/Animal Messenger.md b/Documents/Spells/Animal Messenger.md new file mode 100644 index 0000000..782a45a --- /dev/null +++ b/Documents/Spells/Animal Messenger.md @@ -0,0 +1,17 @@ +### Animal Messenger + +*2nd-level enchantment (ritual)* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (a morsel of food) + +**Duration:** 24 hours + +By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. + +When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. + +***At Higher Levels***. If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd. \ No newline at end of file diff --git a/Documents/Spells/Animal Shapes.md b/Documents/Spells/Animal Shapes.md new file mode 100644 index 0000000..c8f1514 --- /dev/null +++ b/Documents/Spells/Animal Shapes.md @@ -0,0 +1,17 @@ +### Animal Shapes + +*8th-level transmutation* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** Concentration, up to 24 hours + +Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms. + +The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells. + +The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment. \ No newline at end of file diff --git a/Documents/Spells/Animate Dead.md b/Documents/Spells/Animate Dead.md new file mode 100644 index 0000000..88ef40f --- /dev/null +++ b/Documents/Spells/Animate Dead.md @@ -0,0 +1,19 @@ +### Animate Dead + +*3rd-level necromancy* + +**Casting Time:** 1 minute + +**Range:** 10 feet + +**Components:** V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) + +**Duration:** Instantaneous + +This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics). + +On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. + +The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. + +***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. \ No newline at end of file diff --git a/Documents/Spells/Animate Objects.md b/Documents/Spells/Animate Objects.md new file mode 100644 index 0000000..9542226 --- /dev/null +++ b/Documents/Spells/Animate Objects.md @@ -0,0 +1,34 @@ +### Animate Objects + +*5th-level transmutation* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. + +As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. + +**Table- Animate Object Stats** + +| Size | HP | AC | Attack | Str | Dex | +|--------|----|----|----------------------------|-----|-----| +| Tiny | 20 | 18 | +8 to hit, 1d4 + 4 damage | 4 | 18 | +| Small | 25 | 16 | +6 to hit, 1d8 + 2 damage | 6 | 14 | +| Medium | 40 | 13 | +5 to hit, 2d6 + 1 damage | 10 | 12 | +| Large | 50 | 10 | +6 to hit, 2d10 + 2 damage | 14 | 10 | +| Huge | 80 | 10 | +8 to hit, 2d12 + 4 damage | 18 | 6 | +| | | | | | | + +An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is + +30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. + +If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form. + +***At Higher Levels***. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. \ No newline at end of file diff --git a/Documents/Spells/Antilife Shell.md b/Documents/Spells/Antilife Shell.md new file mode 100644 index 0000000..d54919e --- /dev/null +++ b/Documents/Spells/Antilife Shell.md @@ -0,0 +1,17 @@ +### Antilife Shell + +*5th-level abjuration* + +**Casting Time:** 1 action + +**Range:** Self (10-foot radius) + +**Components:** V, S + +**Duration:** Concentration, up to 1 hour + +A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. + +The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. + +If you move so that an affected creature is forced to pass through the barrier, the spell ends. \ No newline at end of file diff --git a/Documents/Spells/Antimagic Field.md b/Documents/Spells/Antimagic Field.md new file mode 100644 index 0000000..80b9176 --- /dev/null +++ b/Documents/Spells/Antimagic Field.md @@ -0,0 +1,31 @@ +### Antimagic Field + +*8th-level abjuration* + +**Casting Time:** 1 action + +**Range:** Self (10-foot radius sphere) + +**Components:** V, S, M (a pinch of powdered iron or iron filings) + +**Duration:** Concentration, up to 1 hour + +A 10-foot radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. + +Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. + +***Targeted Effects***. Spells and other magical effects, such as *magic missile* and *charm person*, that target a creature or an object in the sphere have no effect on that target. + +***Areas of Magic***. The area of another spell or magical effect, such as *fireball*, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a *wall of fire* are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. + +***Spells***. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. + +***Magic Items***. The properties and powers of magic items are suppressed in the sphere. For example, a *+1 longsword* in the sphere functions as a nonmagical longsword. + +A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. + +***Magical Travel***. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the *rope trick* spell, temporarily closes while in the sphere. + +***Creatures and Objects***. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. + +***Dispel Magic***. Spells and magical effects such as *dispel magic* have no effect on the sphere. Likewise, the spheres created by different *antimagic field* spells don't nullify each other. \ No newline at end of file diff --git a/Documents/Spells/AntipathySympathy.md b/Documents/Spells/AntipathySympathy.md new file mode 100644 index 0000000..756d4ad --- /dev/null +++ b/Documents/Spells/AntipathySympathy.md @@ -0,0 +1,23 @@ +### Antipathy/Sympathy + +*8th-level enchantment* + +**Casting Time:** 1 hour + +**Range:** 60 feet + +**Components:** V, S, M (either a lump of alum soaked in vinegar for the *antipathy* effect or a drop of honey for the *sympathy* effect) + +**Duration:** 10 days + +This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect. + +***Antipathy***. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. + +***Sympathy***. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. + +If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. + +***Ending the Effect***. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. + +A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again. \ No newline at end of file diff --git a/Documents/Spells/Arcane Eye.md b/Documents/Spells/Arcane Eye.md new file mode 100644 index 0000000..7e90649 --- /dev/null +++ b/Documents/Spells/Arcane Eye.md @@ -0,0 +1,17 @@ +### Arcane Eye + +*4th-level divination* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (a bit of bat fur) + +**Duration:** Concentration, up to 1 hour + +You create an invisible, magical eye within range that hovers in the air for the duration. + +You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. + +As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter. \ No newline at end of file diff --git a/Documents/Spells/Arcane Hand.md b/Documents/Spells/Arcane Hand.md new file mode 100644 index 0000000..21753a7 --- /dev/null +++ b/Documents/Spells/Arcane Hand.md @@ -0,0 +1,29 @@ +### Arcane Hand + +*5th-level evocation* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S, M (an eggshell and a snakeskin glove) + +**Duration:** Concentration, up to 1 minute + +You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand. + +The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space. + +When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it. + +***Clenched Fist***. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage. + +***Forceful Hand***. The hand attempts to push a creature within 5 feet of it in a direction you choose. + +Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it. + +***Grasping Hand***. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier. + +***Interposing Hand***. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target. + +***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th. \ No newline at end of file diff --git a/Documents/Spells/Arcane Lock.md b/Documents/Spells/Arcane Lock.md new file mode 100644 index 0000000..8a97046 --- /dev/null +++ b/Documents/Spells/Arcane Lock.md @@ -0,0 +1,15 @@ +### Arcane Lock + +*2nd-level abjuration* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (gold dust worth at least 25 gp, which the spell consumes) + +**Duration:** Until dispelled + +You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting *knock* on the object suppresses *arcane lock* for 10 minutes. + +While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10. \ No newline at end of file diff --git a/Documents/Spells/Arcane Sword.md b/Documents/Spells/Arcane Sword.md new file mode 100644 index 0000000..a6c5345 --- /dev/null +++ b/Documents/Spells/Arcane Sword.md @@ -0,0 +1,15 @@ +### Arcane Sword + +*7th-level evocation* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp) + +**Duration:** Concentration, up to 1 minute + +You create a sword-shaped plane of force that hovers within range. It lasts for the duration. + +When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one. \ No newline at end of file diff --git a/Documents/Spells/Arcanist's Magic Aura.md b/Documents/Spells/Arcanist's Magic Aura.md new file mode 100644 index 0000000..3a53032 --- /dev/null +++ b/Documents/Spells/Arcanist's Magic Aura.md @@ -0,0 +1,19 @@ +### Arcanist's Magic Aura + +*2nd-level illusion* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (a small square of silk) + +**Duration:** 24 hours + +You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature. + +When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled. + +***False Aura***. You change the way the target appears to spells and magical effects, such as *detect magic*, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. + +***Mask***. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a *symbol* spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment. \ No newline at end of file diff --git a/Documents/Spells/Astral Projection.md b/Documents/Spells/Astral Projection.md new file mode 100644 index 0000000..6341de7 --- /dev/null +++ b/Documents/Spells/Astral Projection.md @@ -0,0 +1,23 @@ +### Astral Projection + +*9th-level necromancy* + +**Casting Time:** 1 hour + +**Range:** 10 feet + +**Components:** V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes) + +**Duration:** Special + +You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age. + +Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly. + +Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. + +The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. + +The spell might also end early for you or one of your companions. A successful *dispel magic* spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation. + +If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points. \ No newline at end of file diff --git a/Documents/Spells/Augury.md b/Documents/Spells/Augury.md new file mode 100644 index 0000000..5a05b01 --- /dev/null +++ b/Documents/Spells/Augury.md @@ -0,0 +1,22 @@ +### Augury + +*2nd-level divination (ritual)* + +**Casting Time:** 1 minute + +**Range:** Self + +**Components:** V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) + +**Duration:** Instantaneous + +By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens: + +- *Weal*, for good results +- *Woe*, for bad results +- *Weal and woe*, for both good and bad results +- *Nothing*, for results that aren't especially good or bad + +The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. + +If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret. \ No newline at end of file diff --git a/Documents/Spells/Awaken.md b/Documents/Spells/Awaken.md new file mode 100644 index 0000000..dda8491 --- /dev/null +++ b/Documents/Spells/Awaken.md @@ -0,0 +1,15 @@ +### Awaken + +*5th-level transmutation* + +**Casting Time:** 8 hours + +**Range:** Touch + +**Components:** V, S, M (an agate worth at least 1,000 gp, which the spell consumes) + +**Duration:** Instantaneous + +After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. + +The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed. \ No newline at end of file diff --git a/Documents/Spells/Bane.md b/Documents/Spells/Bane.md new file mode 100644 index 0000000..048a080 --- /dev/null +++ b/Documents/Spells/Bane.md @@ -0,0 +1,15 @@ +### Bane + +*1st-level enchantment* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (a drop of blood) + +**Duration:** Concentration, up to 1 minute + +Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. + +***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. \ No newline at end of file diff --git a/Documents/Spells/Banishment.md b/Documents/Spells/Banishment.md new file mode 100644 index 0000000..b984105 --- /dev/null +++ b/Documents/Spells/Banishment.md @@ -0,0 +1,19 @@ +### Banishment + +*4th-level abjuration* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (an item distasteful to the target) + +**Duration:** Concentration, up to 1 minute + +You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. + +If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. + +If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return. + +***At Higher Levels***. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. \ No newline at end of file diff --git a/Documents/Spells/Barkskin.md b/Documents/Spells/Barkskin.md new file mode 100644 index 0000000..369ba6d --- /dev/null +++ b/Documents/Spells/Barkskin.md @@ -0,0 +1,13 @@ +### Barkskin + +*2nd-level transmutation* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (a handful of oak bark) + +**Duration:** Concentration, up to 1 hour + +You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing. \ No newline at end of file diff --git a/Documents/Spells/Beacon of Hope.md b/Documents/Spells/Beacon of Hope.md new file mode 100644 index 0000000..4d1fe32 --- /dev/null +++ b/Documents/Spells/Beacon of Hope.md @@ -0,0 +1,13 @@ +### Beacon of Hope + +*3rd-level abjuration* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing. \ No newline at end of file diff --git a/Documents/Spells/Bestow Curse.md b/Documents/Spells/Bestow Curse.md new file mode 100644 index 0000000..858f650 --- /dev/null +++ b/Documents/Spells/Bestow Curse.md @@ -0,0 +1,22 @@ +### Bestow Curse + +*3rd-level necromancy* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: + +- Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. +- While cursed, the target has disadvantage on attack rolls against you. +- While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. +- While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. + +A *remove curse* spell ends this effect. At the GM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse's effect. + +***At Higher Levels***. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration. \ No newline at end of file diff --git a/Documents/Spells/Black Tentacles.md b/Documents/Spells/Black Tentacles.md new file mode 100644 index 0000000..8c86cc7 --- /dev/null +++ b/Documents/Spells/Black Tentacles.md @@ -0,0 +1,17 @@ +### Black Tentacles + +*4th-level conjuration* + +**Casting Time:** 1 action + +**Range:** 90 feet + +**Components:** V, S, M (a piece of tentacle from a giant octopus or a giant squid) + +**Duration:** Concentration, up to 1 minute + +Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. + +When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. + +A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. \ No newline at end of file diff --git a/Documents/Spells/Blade Barrier.md b/Documents/Spells/Blade Barrier.md new file mode 100644 index 0000000..baf31e4 --- /dev/null +++ b/Documents/Spells/Blade Barrier.md @@ -0,0 +1,15 @@ +### Blade Barrier + +*6th-level evocation* + +**Casting Time:** 1 action + +**Range:** 90 feet + +**Components:** V, S + +**Duration:** Concentration, up to 10 minutes + +You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. + +When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage. \ No newline at end of file diff --git a/Documents/Spells/Bless.md b/Documents/Spells/Bless.md new file mode 100644 index 0000000..0ed3e37 --- /dev/null +++ b/Documents/Spells/Bless.md @@ -0,0 +1,15 @@ +### Bless + +*1st-level enchantment* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (a sprinkling of holy water) + +**Duration:** Concentration, up to 1 minute + +You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. + +***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. \ No newline at end of file diff --git a/Documents/Spells/Blight.md b/Documents/Spells/Blight.md new file mode 100644 index 0000000..f168db3 --- /dev/null +++ b/Documents/Spells/Blight.md @@ -0,0 +1,19 @@ +### Blight + +*4th-level necromancy* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** Instantaneous + +Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. + +If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. + +If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies. + +***At Higher Levels***. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. \ No newline at end of file diff --git a/Documents/Spells/BlindnessDeafness.md b/Documents/Spells/BlindnessDeafness.md new file mode 100644 index 0000000..8c07caa --- /dev/null +++ b/Documents/Spells/BlindnessDeafness.md @@ -0,0 +1,15 @@ +### Blindness/Deafness + +*2nd-level necromancy* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V + +**Duration:** 1 minute + +You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. + +***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. \ No newline at end of file diff --git a/Documents/Spells/Blink.md b/Documents/Spells/Blink.md new file mode 100644 index 0000000..4eaefb3 --- /dev/null +++ b/Documents/Spells/Blink.md @@ -0,0 +1,15 @@ +### Blink + +*3rd-level transmutation* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** 1 minute + +Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action. + +While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so. \ No newline at end of file diff --git a/Documents/Spells/Blur.md b/Documents/Spells/Blur.md new file mode 100644 index 0000000..512befa --- /dev/null +++ b/Documents/Spells/Blur.md @@ -0,0 +1,13 @@ +### Blur + +*2nd-level illusion* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V + +**Duration:** Concentration, up to 1 minute + +Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. \ No newline at end of file diff --git a/Documents/Spells/Branding Smite.md b/Documents/Spells/Branding Smite.md new file mode 100644 index 0000000..2ffbe3c --- /dev/null +++ b/Documents/Spells/Branding Smite.md @@ -0,0 +1,15 @@ +### Branding Smite + +*2nd-­level evocation* + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V + +**Duration:** Concentration, up to 1 minute + +The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-­foot radius and can't become invisible until the spell ends. + +***At Higher Levels***. When you cast this spell using a  spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. \ No newline at end of file diff --git a/Documents/Spells/Burning Hands.md b/Documents/Spells/Burning Hands.md new file mode 100644 index 0000000..9eeac22 --- /dev/null +++ b/Documents/Spells/Burning Hands.md @@ -0,0 +1,17 @@ +### Burning Hands + +*1st-level evocation* + +**Casting Time:** 1 action + +**Range:** Self (15-foot cone) + +**Components:** V, S + +**Duration:** Instantaneous + +As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. + +The fire ignites any flammable objects in the area that aren't being worn or carried. + +***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. \ No newline at end of file diff --git a/Documents/Spells/Call Lightning.md b/Documents/Spells/Call Lightning.md new file mode 100644 index 0000000..a568d68 --- /dev/null +++ b/Documents/Spells/Call Lightning.md @@ -0,0 +1,19 @@ +### Call Lightning + +*3rd-level conjuration* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S + +**Duration:** Concentration, up to 10 minutes + +A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). + +When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. + +If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10. + +***At Higher Levels***. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd. \ No newline at end of file diff --git a/Documents/Spells/Calm Emotions.md b/Documents/Spells/Calm Emotions.md new file mode 100644 index 0000000..25eb921 --- /dev/null +++ b/Documents/Spells/Calm Emotions.md @@ -0,0 +1,17 @@ +### Calm Emotions + +*2nd-level enchantment* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. + +You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. + +Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise. \ No newline at end of file diff --git a/Documents/Spells/Chain Lightning.md b/Documents/Spells/Chain Lightning.md new file mode 100644 index 0000000..8a62474 --- /dev/null +++ b/Documents/Spells/Chain Lightning.md @@ -0,0 +1,17 @@ +### Chain Lightning + +*6th-level evocation* + +**Casting Time:** 1 action + +**Range:** 150 feet + +**Components:** V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins) + +**Duration:** Instantaneous + +You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. + +A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. + +***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th. \ No newline at end of file diff --git a/Documents/Spells/Charm Person.md b/Documents/Spells/Charm Person.md new file mode 100644 index 0000000..7791b34 --- /dev/null +++ b/Documents/Spells/Charm Person.md @@ -0,0 +1,15 @@ +### Charm Person + +*1st-level enchantment* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** 1 hour + +You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. + +***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. \ No newline at end of file diff --git a/Documents/Spells/Chill Touch.md b/Documents/Spells/Chill Touch.md new file mode 100644 index 0000000..599eaa2 --- /dev/null +++ b/Documents/Spells/Chill Touch.md @@ -0,0 +1,17 @@ +### Chill Touch + +*Necromancy cantrip* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S + +**Duration:** 1 round + +You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. + +If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. + +This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). \ No newline at end of file diff --git a/Documents/Spells/Circle of Death.md b/Documents/Spells/Circle of Death.md new file mode 100644 index 0000000..7575135 --- /dev/null +++ b/Documents/Spells/Circle of Death.md @@ -0,0 +1,15 @@ +### Circle of Death + +*6th-level necromancy* + +**Casting Time:** 1 action + +**Range:** 150 feet + +**Components:** V, S, M (the powder of a crushed black pearl worth at least 500 gp) + +**Duration:** Instantaneous + +A sphere of negative energy ripples out in a 60-foot radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. + +***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. \ No newline at end of file diff --git a/Documents/Spells/Clairvoyance.md b/Documents/Spells/Clairvoyance.md new file mode 100644 index 0000000..cefd18d --- /dev/null +++ b/Documents/Spells/Clairvoyance.md @@ -0,0 +1,17 @@ +### Clairvoyance + +*3rd-level divination* + +**Casting Time:** 10 minutes + +**Range:** 1 mile + +**Components:** V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) + +**Duration:** Concentration, up to 10 minutes + +You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. + +When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. + +A creature that can see the sensor (such as a creature benefiting from *see invisibility* or truesight) sees a luminous, intangible orb about the size of your fist. \ No newline at end of file diff --git a/Documents/Spells/Clone.md b/Documents/Spells/Clone.md new file mode 100644 index 0000000..b95f4ed --- /dev/null +++ b/Documents/Spells/Clone.md @@ -0,0 +1,17 @@ +### Clone + +*8th-level necromancy* + +**Casting Time:** 1 hour + +**Range:** Touch + +**Components:** V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water) + +**Duration:** Instantaneous + +This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. + +At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. + +The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere. \ No newline at end of file diff --git a/Documents/Spells/Cloudkill.md b/Documents/Spells/Cloudkill.md new file mode 100644 index 0000000..36b4f09 --- /dev/null +++ b/Documents/Spells/Cloudkill.md @@ -0,0 +1,19 @@ +### Cloudkill + +*5th-level conjuration* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S + +**Duration:** Concentration, up to 10 minutes + +You create a 20-foot radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. + +When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe. + +The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. + +***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. \ No newline at end of file diff --git a/Documents/Spells/Color Spray.md b/Documents/Spells/Color Spray.md new file mode 100644 index 0000000..fe8cff1 --- /dev/null +++ b/Documents/Spells/Color Spray.md @@ -0,0 +1,17 @@ +### Color Spray + +*1st-level illusion* + +**Casting Time:** 1 action + +**Range:** Self (15-foot cone) + +**Components:** V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) + +**Duration:** 1 round + +A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). + +Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. + +***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st. \ No newline at end of file diff --git a/Documents/Spells/Command.md b/Documents/Spells/Command.md new file mode 100644 index 0000000..8acea67 --- /dev/null +++ b/Documents/Spells/Command.md @@ -0,0 +1,29 @@ +### Command + +*1st-level enchantment* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V + +**Duration:** 1 round + +You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. + +Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends. + +***Approach***. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. + +***Drop***. The target drops whatever it is holding and then ends its turn. + +***Flee***. The target spends its turn moving away from you by the fastest available means. + +***Grovel***. The target falls prone and then ends its turn. + +***Halt***. The target doesn't move and takes no actions. + +A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. + +***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. \ No newline at end of file diff --git a/Documents/Spells/Commune with Nature.md b/Documents/Spells/Commune with Nature.md new file mode 100644 index 0000000..b33c5b9 --- /dev/null +++ b/Documents/Spells/Commune with Nature.md @@ -0,0 +1,23 @@ +### Commune with Nature + +*5th-level divination (ritual)* + +**Casting Time:** 1 minute + +**Range:** Self + +**Components:** V, S + +**Duration:** Instantaneous + +You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns. + +You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: + +- terrain and bodies of water +- prevalent plants, minerals, animals, or peoples +- powerful celestials, fey, fiends, elementals, or undead +- influence from other planes of existence +- buildings + +For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns. \ No newline at end of file diff --git a/Documents/Spells/Commune.md b/Documents/Spells/Commune.md new file mode 100644 index 0000000..b3771d4 --- /dev/null +++ b/Documents/Spells/Commune.md @@ -0,0 +1,17 @@ +### Commune + +*5th-level divination (ritual)* + +**Casting Time:** 1 minute + +**Range:** Self + +**Components:** V, S, M (incense and a vial of holy or unholy water) + +**Duration:** 1 minute + +You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. + +Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the GM might offer a short phrase as an answer instead. + +If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret. \ No newline at end of file diff --git a/Documents/Spells/Comprehend Languages.md b/Documents/Spells/Comprehend Languages.md new file mode 100644 index 0000000..cc65c04 --- /dev/null +++ b/Documents/Spells/Comprehend Languages.md @@ -0,0 +1,15 @@ +### Comprehend Languages + +*1st-level divination (ritual)* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S, M (a pinch of soot and salt) + +**Duration:** 1 hour + +For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. + +This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language. \ No newline at end of file diff --git a/Documents/Spells/Compulsion.md b/Documents/Spells/Compulsion.md new file mode 100644 index 0000000..4db2f48 --- /dev/null +++ b/Documents/Spells/Compulsion.md @@ -0,0 +1,15 @@ +### Compulsion + +*4th-­level enchantment* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect. + +A target isn't compelled to move into an obviously  deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction. \ No newline at end of file diff --git a/Documents/Spells/Cone of Cold.md b/Documents/Spells/Cone of Cold.md new file mode 100644 index 0000000..6ed39e0 --- /dev/null +++ b/Documents/Spells/Cone of Cold.md @@ -0,0 +1,17 @@ +### Cone of Cold + +*5th-level evocation* + +**Casting Time:** 1 action + +**Range:** Self (60-foot cone) + +**Components:** V, S, M (a small crystal or glass cone) + +**Duration:** Instantaneous + +A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. + +A creature killed by this spell becomes a frozen statue until it thaws. + +***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. \ No newline at end of file diff --git a/Documents/Spells/Confusion.md b/Documents/Spells/Confusion.md new file mode 100644 index 0000000..8d1698e --- /dev/null +++ b/Documents/Spells/Confusion.md @@ -0,0 +1,29 @@ +### Confusion + +*4th-level enchantment* + +**Casting Time:** 1 action + +**Range:** 90 feet + +**Components:** V, S, M (three nut shells) + +**Duration:** Concentration, up to 1 minute + +This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. + +An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. + +**Table- Confusion Behavior** + +| d10 | Behavior | +|------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. | +| 2-6 | The creature doesn't move or take actions this turn. | +| 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. | +| 9-10 | The creature can act and move normally. | +| | | + +At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. + +***At Higher Levels***. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th. \ No newline at end of file diff --git a/Documents/Spells/Conjure Animals.md b/Documents/Spells/Conjure Animals.md new file mode 100644 index 0000000..1210900 --- /dev/null +++ b/Documents/Spells/Conjure Animals.md @@ -0,0 +1,26 @@ +### Conjure Animals + +*3rd-level conjuration* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 hour + +You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: + +- One beast of challenge rating 2 or lower +- Two beasts of challenge rating 1 or lower +- Four beasts of challenge rating 1/2 or lower +- Eight beasts of challenge rating 1/4 or lower + +Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. + +The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. + +The GM has the creatures' statistics. + +***At Higher Levels***. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. \ No newline at end of file diff --git a/Documents/Spells/Conjure Celestial.md b/Documents/Spells/Conjure Celestial.md new file mode 100644 index 0000000..fdc5668 --- /dev/null +++ b/Documents/Spells/Conjure Celestial.md @@ -0,0 +1,19 @@ +### Conjure Celestial + +*7th-level conjuration* + +**Casting Time:** 1 minute + +**Range:** 90 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 hour + +You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. + +The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. + +The GM has the celestial's statistics. + +***At Higher Levels***. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower. \ No newline at end of file diff --git a/Documents/Spells/Conjure Elemental.md b/Documents/Spells/Conjure Elemental.md new file mode 100644 index 0000000..eb69158 --- /dev/null +++ b/Documents/Spells/Conjure Elemental.md @@ -0,0 +1,21 @@ +### Conjure Elemental + +*5th-level conjuration* + +**Casting Time:** 1 minute + +**Range:** 90 feet + +**Components:** V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water) + +**Duration:** Concentration, up to 1 hour + +You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. + +The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. + +If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. + +The GM has the elemental's statistics. + +***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. \ No newline at end of file diff --git a/Documents/Spells/Conjure Fey.md b/Documents/Spells/Conjure Fey.md new file mode 100644 index 0000000..3579b0b --- /dev/null +++ b/Documents/Spells/Conjure Fey.md @@ -0,0 +1,21 @@ +### Conjure Fey + +*6th-level conjuration* + +**Casting Time:** 1 minute + +**Range:** 90 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 hour + +You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. + +The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. + +If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it. + +The GM has the fey creature's statistics. + +***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th. \ No newline at end of file diff --git a/Documents/Spells/Conjure Minor Elementals.md b/Documents/Spells/Conjure Minor Elementals.md new file mode 100644 index 0000000..da425b7 --- /dev/null +++ b/Documents/Spells/Conjure Minor Elementals.md @@ -0,0 +1,26 @@ +### Conjure Minor Elementals + +*4th-level conjuration* + +**Casting Time:** 1 minute + +**Range:** 90 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 hour + +You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears: + +- One elemental of challenge rating 2 or lower +- Two elementals of challenge rating 1 or lower +- Four elementals of challenge rating 1/2 or lower +- Eight elementals of challenge rating 1/4 or lower + +An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. + +The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. + +The GM has the creatures' statistics. + +***At Higher Levels***. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot. \ No newline at end of file diff --git a/Documents/Spells/Conjure Woodland Beings.md b/Documents/Spells/Conjure Woodland Beings.md new file mode 100644 index 0000000..d5d7f83 --- /dev/null +++ b/Documents/Spells/Conjure Woodland Beings.md @@ -0,0 +1,26 @@ +### Conjure Woodland Beings + +*4th-level conjuration* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (one holly berry per creature summoned) + +**Duration:** Concentration, up to 1 hour + +You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: + +- One fey creature of challenge rating 2 or lower +- Two fey creatures of challenge rating 1 or lower +- Four fey creatures of challenge rating 1/2 or lower +- Eight fey creatures of challenge rating 1/4 or lower + +A summoned creature disappears when it drops to 0 hit points or when the spell ends. + +The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. + +The GM has the creatures' statistics. + +***At Higher Levels***. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot. \ No newline at end of file diff --git a/Documents/Spells/Contact Other Plane.md b/Documents/Spells/Contact Other Plane.md new file mode 100644 index 0000000..ce31405 --- /dev/null +++ b/Documents/Spells/Contact Other Plane.md @@ -0,0 +1,15 @@ +### Contact Other Plane + +*5th-level divination (ritual)* + +**Casting Time:** 1 minute + +**Range:** Self + +**Components:** V + +**Duration:** 1 minute + +You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A *greater restoration* spell cast on you ends this effect. + +On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer. \ No newline at end of file diff --git a/Documents/Spells/Contagion.md b/Documents/Spells/Contagion.md new file mode 100644 index 0000000..f373560 --- /dev/null +++ b/Documents/Spells/Contagion.md @@ -0,0 +1,28 @@ +### Contagion + +*5th-level necromancy* + +**Casting Time:** 1 action + +**Range:** Touch +**Component:** V, S + +**Duration:** 7 days + +Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned. + +At the end of each of the poisoned target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell's duration. + +Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it. + +***Blinding Sickness***. Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. + +***Filth Fever***. A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. + +***Flesh Rot***. The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. + +***Mindfire***. The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the *confusion* spell during combat. + +***Seizure***. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. + +***Slimy Doom***. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. \ No newline at end of file diff --git a/Documents/Spells/Contingency.md b/Documents/Spells/Contingency.md new file mode 100644 index 0000000..6af1265 --- /dev/null +++ b/Documents/Spells/Contingency.md @@ -0,0 +1,17 @@ +### Contingency + +*6th-level evocation* + +**Casting Time:** 10 minutes + +**Range:** Self + +**Components:** V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) + +**Duration:** 10 days + +Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell-called the contingent spell-as part of casting *contingency*, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a *contingency* cast with *water breathing* might stipulate that *water breathing* comes into effect when you are engulfed in water or a similar liquid. + +The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then *contingency* ends. + +The contingent spell takes effect only on you, even if it can normally target others. You can use only one *contingency* spell at a time. If you cast this spell again, the effect of another *contingency* spell on you ends. Also, *contingency* ends on you if its material component is ever not on your person. \ No newline at end of file diff --git a/Documents/Spells/Continual Flame.md b/Documents/Spells/Continual Flame.md new file mode 100644 index 0000000..f4b9729 --- /dev/null +++ b/Documents/Spells/Continual Flame.md @@ -0,0 +1,13 @@ +### Continual Flame + +*2nd-level evocation* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (ruby dust worth 50 gp, which the spell consumes) + +**Duration:** Until dispelled + +A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A *continual flame* can be covered or hidden but not smothered or quenched. \ No newline at end of file diff --git a/Documents/Spells/Control Water.md b/Documents/Spells/Control Water.md new file mode 100644 index 0000000..eb7557f --- /dev/null +++ b/Documents/Spells/Control Water.md @@ -0,0 +1,29 @@ +### Control Water + +*4th-level transmutation* + +**Casting Time:** 1 action + +**Range:** 300 feet + +**Components:** V, S, M (a drop of water and a pinch of dust) + +**Duration:** Concentration, up to 10 minutes + +Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one. + +***Flood***. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. + +If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. + +The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. + +***Part Water***. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. + +***Redirect Flow***. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. + +***Whirlpool***. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. + +When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. + +The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex. \ No newline at end of file diff --git a/Documents/Spells/Control Weather.md b/Documents/Spells/Control Weather.md new file mode 100644 index 0000000..8c587de --- /dev/null +++ b/Documents/Spells/Control Weather.md @@ -0,0 +1,51 @@ +### Control Weather + +*8th-level transmutation* + +**Casting Time:** 10 minutes + +**Range:** Self (5-mile radius) + +**Components:** V, S, M (burning incense and bits of earth and wood mixed in water) + +**Duration:** Concentration, up to 8 hours + +You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early. + +When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. + +When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. + +**Table- Control Weather (Precipitation)** + +| Stage | Condition | +|-------|--------------------------------------------| +| 1 | Clear | +| 2 | Light clouds | +| 3 | Overcast or ground fog | +| 4 | Rain, hail, or snow | +| 5 | Torrential rain, driving hail, or blizzard | +| | | + +**Table- Control Weather (Temperature)** + +| Stage | Condition | +|-------|-----------------| +| 1 | Unbearable heat | +| 2 | Hot | +| 3 | Warm | +| 4 | Cool | +| 5 | Cold | +| 6 | Arctic cold | +| | | + +**Table- Control Weather (Wind)** + +| Stage | Condition | +|-------|---------------| +| 1 | Calm | +| 2 | Moderate wind | +| 3 | Strong wind | +| 4 | Gale | +| 5 | Storm | +| | | \ No newline at end of file diff --git a/Documents/Spells/Counterspell.md b/Documents/Spells/Counterspell.md new file mode 100644 index 0000000..1dab8ef --- /dev/null +++ b/Documents/Spells/Counterspell.md @@ -0,0 +1,15 @@ +### Counterspell + +*3rd-­level abjuration* + +**Casting Time:** 1 reaction, which you take when you see a creature within 60 feet of you casting a spell + +**Range:** 60 feet + +**Components:** S + +**Duration:** Instantaneous + +You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. + +***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. \ No newline at end of file diff --git a/Documents/Spells/Create Food and Water.md b/Documents/Spells/Create Food and Water.md new file mode 100644 index 0000000..f6c2e3a --- /dev/null +++ b/Documents/Spells/Create Food and Water.md @@ -0,0 +1,13 @@ +### Create Food and Water + +*3rd-level conjuration* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** Instantaneous + +You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad. \ No newline at end of file diff --git a/Documents/Spells/Create Undead.md b/Documents/Spells/Create Undead.md new file mode 100644 index 0000000..72f8855 --- /dev/null +++ b/Documents/Spells/Create Undead.md @@ -0,0 +1,19 @@ +### Create Undead + +*6th-level necromancy* + +**Casting Time:** 1 minute + +**Range:** 10 feet + +**Components:** V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse) + +**Duration:** Instantaneous + +You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.) + +As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. + +The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones. + +***At Higher Levels***. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies. \ No newline at end of file diff --git a/Documents/Spells/Create or Destroy Water.md b/Documents/Spells/Create or Destroy Water.md new file mode 100644 index 0000000..49a4bdc --- /dev/null +++ b/Documents/Spells/Create or Destroy Water.md @@ -0,0 +1,19 @@ +### Create or Destroy Water + +*1st-level transmutation* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (a drop of water if creating water or a few grains of sand if destroying it) + +**Duration:** Instantaneous + +You either create or destroy water. + +***Create Water***. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. + +***Destroy Water***. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. + +***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st. \ No newline at end of file diff --git a/Documents/Spells/Creation.md b/Documents/Spells/Creation.md new file mode 100644 index 0000000..a60373d --- /dev/null +++ b/Documents/Spells/Creation.md @@ -0,0 +1,31 @@ +### Creation + +*5th-level illusion* + +**Casting Time:** 1 minute + +**Range:** 30 feet + +**Components:** V, S, M (a tiny piece of matter of the same type of the item you plan to create) + +**Duration:** Special + +You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within +**Range:** soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. + +The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration. + +**Table- Creation Duration** + +| Material | Duration | +|-----------------------|------------| +| Vegetable matter | 1 day | +| Stone or crystal | 12 hours | +| Precious metals | 1 hour | +| Gems | 10 minutes | +| Adamantine or mithral | 1 minute | +| | | + +Using any material created by this spell as another spell's material component causes that spell to fail. + +***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th. \ No newline at end of file diff --git a/Documents/Spells/Cure Wounds.md b/Documents/Spells/Cure Wounds.md new file mode 100644 index 0000000..555bb89 --- /dev/null +++ b/Documents/Spells/Cure Wounds.md @@ -0,0 +1,15 @@ +### Cure Wounds + +*1st-level evocation* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** Instantaneous + +A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. + +***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. \ No newline at end of file diff --git a/Documents/Spells/Dancing Lights.md b/Documents/Spells/Dancing Lights.md new file mode 100644 index 0000000..cceaeb0 --- /dev/null +++ b/Documents/Spells/Dancing Lights.md @@ -0,0 +1,15 @@ +### Dancing Lights + +*Evocation cantrip* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S, M (a bit of phosphorus or wychwood, or a glowworm) + +**Duration:** Concentration, up to 1 minute + +You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. + +As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. \ No newline at end of file diff --git a/Documents/Spells/Darkness.md b/Documents/Spells/Darkness.md new file mode 100644 index 0000000..ecd5f79 --- /dev/null +++ b/Documents/Spells/Darkness.md @@ -0,0 +1,17 @@ +### Darkness + +*2nd-level evocation* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, M (bat fur and a drop of pitch or piece of coal) + +**Duration:** Concentration, up to 10 minutes + +Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. + +If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. + +If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. \ No newline at end of file diff --git a/Documents/Spells/Darkvision.md b/Documents/Spells/Darkvision.md new file mode 100644 index 0000000..9fa9545 --- /dev/null +++ b/Documents/Spells/Darkvision.md @@ -0,0 +1,13 @@ +### Darkvision + +*2nd-level transmutation* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (either a pinch of dried carrot or an agate) + +**Duration:** 8 hours + +You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet. \ No newline at end of file diff --git a/Documents/Spells/Daylight.md b/Documents/Spells/Daylight.md new file mode 100644 index 0000000..deabb3a --- /dev/null +++ b/Documents/Spells/Daylight.md @@ -0,0 +1,17 @@ +### Daylight + +*3rd-level evocation* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** 1 hour + +A 60-foot radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. + +If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. + +If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled. \ No newline at end of file diff --git a/Documents/Spells/Death Ward.md b/Documents/Spells/Death Ward.md new file mode 100644 index 0000000..fc0384b --- /dev/null +++ b/Documents/Spells/Death Ward.md @@ -0,0 +1,17 @@ +### Death Ward + +*4th-level abjuration* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** 8 hours + +You touch a creature and grant it a measure of protection from death. + +The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. + +If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends. \ No newline at end of file diff --git a/Documents/Spells/Delayed Blast Fireball.md b/Documents/Spells/Delayed Blast Fireball.md new file mode 100644 index 0000000..f0210ec --- /dev/null +++ b/Documents/Spells/Delayed Blast Fireball.md @@ -0,0 +1,21 @@ +### Delayed Blast Fireball + +*7th-level evocation* + +**Casting Time:** 1 action + +**Range:** 150 feet + +**Components:** V, S, M (a tiny ball of bat guano and sulfur) + +**Duration:** Concentration, up to 1 minute + +A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. + +The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. + +If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. + +The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. + +***At Higher Levels***. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th. \ No newline at end of file diff --git a/Documents/Spells/Demiplane.md b/Documents/Spells/Demiplane.md new file mode 100644 index 0000000..578b21c --- /dev/null +++ b/Documents/Spells/Demiplane.md @@ -0,0 +1,15 @@ +### Demiplane + +*8th-level conjuration* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** S + +**Duration:** 1 hour + +You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. + +Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead. \ No newline at end of file diff --git a/Documents/Spells/Detect Evil and Good.md b/Documents/Spells/Detect Evil and Good.md new file mode 100644 index 0000000..56b8a78 --- /dev/null +++ b/Documents/Spells/Detect Evil and Good.md @@ -0,0 +1,15 @@ +### Detect Evil and Good + +*1st-level divination* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** Concentration, up to 10 minutes + +For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. + +The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. \ No newline at end of file diff --git a/Documents/Spells/Detect Magic.md b/Documents/Spells/Detect Magic.md new file mode 100644 index 0000000..57f6d80 --- /dev/null +++ b/Documents/Spells/Detect Magic.md @@ -0,0 +1,15 @@ +### Detect Magic + +*1st-level divination (ritual)* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** Concentration, up to 10 minutes + +For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. + +The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. \ No newline at end of file diff --git a/Documents/Spells/Detect Poison and Disease.md b/Documents/Spells/Detect Poison and Disease.md new file mode 100644 index 0000000..a053f8d --- /dev/null +++ b/Documents/Spells/Detect Poison and Disease.md @@ -0,0 +1,15 @@ +### Detect Poison and Disease + +*1st-level divination (ritual)* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S, M (a yew leaf) + +**Duration:** Concentration, up to 10 minutes + +For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. + +The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. \ No newline at end of file diff --git a/Documents/Spells/Detect Thoughts.md b/Documents/Spells/Detect Thoughts.md new file mode 100644 index 0000000..f1123ae --- /dev/null +++ b/Documents/Spells/Detect Thoughts.md @@ -0,0 +1,21 @@ +### Detect Thoughts + +*2nd-level divination* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S, M (a copper piece) + +**Duration:** Concentration, up to 1 minute + +For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. + +You initially learn the surface thoughts of the creature-what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. + +Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. + +You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. + +Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range. \ No newline at end of file diff --git a/Documents/Spells/Dimension Door.md b/Documents/Spells/Dimension Door.md new file mode 100644 index 0000000..fb84e81 --- /dev/null +++ b/Documents/Spells/Dimension Door.md @@ -0,0 +1,17 @@ +### Dimension Door + +*4th-level conjuration* + +**Casting Time:** 1 action + +**Range:** 500 feet + +**Components:** V + +**Duration:** Instantaneous + +You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet." + +You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. + +If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you. \ No newline at end of file diff --git a/Documents/Spells/Disguise Self.md b/Documents/Spells/Disguise Self.md new file mode 100644 index 0000000..23036cf --- /dev/null +++ b/Documents/Spells/Disguise Self.md @@ -0,0 +1,17 @@ +### Disguise Self + +*1st-level illusion* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** 1 hour + +You make yourself-including your clothing, armor, weapons, and other belongings on your person- look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. + +The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. + +To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. \ No newline at end of file diff --git a/Documents/Spells/Disintegrate.md b/Documents/Spells/Disintegrate.md new file mode 100644 index 0000000..467af71 --- /dev/null +++ b/Documents/Spells/Disintegrate.md @@ -0,0 +1,21 @@ +### Disintegrate + +*6th-level transmutation* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (a lodestone and a pinch of dust) + +**Duration:** Instantaneous + +A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by *wall of force*. + +A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points. + +A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a *true resurrection* or a *wish* spell. + +This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot cube portion of it. A magic item is unaffected by this spell. + +***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th. \ No newline at end of file diff --git a/Documents/Spells/Dispel Evil and Good.md b/Documents/Spells/Dispel Evil and Good.md new file mode 100644 index 0000000..8374109 --- /dev/null +++ b/Documents/Spells/Dispel Evil and Good.md @@ -0,0 +1,19 @@ +### Dispel Evil and Good + +*5th-level abjuration* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S, M (holy water or powdered silver and iron) + +**Duration:** Concentration, up to 1 minute + +Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. + +You can end the spell early by using either of the following special functions. + +***Break Enchantment***. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures. + +***Dismissal***. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild. \ No newline at end of file diff --git a/Documents/Spells/Dispel Magic.md b/Documents/Spells/Dispel Magic.md new file mode 100644 index 0000000..04fb9db --- /dev/null +++ b/Documents/Spells/Dispel Magic.md @@ -0,0 +1,15 @@ +### Dispel Magic + +*3rd-level abjuration* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S + +**Duration:** Instantaneous + +Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. + +***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used. \ No newline at end of file diff --git a/Documents/Spells/Divination.md b/Documents/Spells/Divination.md new file mode 100644 index 0000000..865b8e1 --- /dev/null +++ b/Documents/Spells/Divination.md @@ -0,0 +1,17 @@ +### Divination + +*4th-level divination (ritual)* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes) + +**Duration:** Instantaneous + +Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. + +The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. + +If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret. \ No newline at end of file diff --git a/Documents/Spells/Divine Favor.md b/Documents/Spells/Divine Favor.md new file mode 100644 index 0000000..d920473 --- /dev/null +++ b/Documents/Spells/Divine Favor.md @@ -0,0 +1,13 @@ +### Divine Favor + +*1st-level evocation* + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit. \ No newline at end of file diff --git a/Documents/Spells/Divine Word.md b/Documents/Spells/Divine Word.md new file mode 100644 index 0000000..420610b --- /dev/null +++ b/Documents/Spells/Divine Word.md @@ -0,0 +1,18 @@ +### Divine Word + +*7th-level evocation* + +**Casting Time:** 1 bonus action + +**Range:** 30 feet + +**Components:** V + +**Duration:** Instantaneous + +You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: + +- 50 hit points or fewer: deafened for 1 minute +- 40 hit points or fewer: deafened and blinded for 10 minutes +- 30 hit points or fewer: blinded, deafened, and stunned for 1 hour +- 20 hit points or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a *wish* spell. \ No newline at end of file diff --git a/Documents/Spells/Dominate Beast.md b/Documents/Spells/Dominate Beast.md new file mode 100644 index 0000000..2bdffba --- /dev/null +++ b/Documents/Spells/Dominate Beast.md @@ -0,0 +1,21 @@ +### Dominate Beast + +*4th-level enchantment* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. + +While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. + +You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. + +Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. + +***At Higher Levels***. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours. \ No newline at end of file diff --git a/Documents/Spells/Dominate Monster.md b/Documents/Spells/Dominate Monster.md new file mode 100644 index 0000000..7f8cd97 --- /dev/null +++ b/Documents/Spells/Dominate Monster.md @@ -0,0 +1,21 @@ +### Dominate Monster + +*8th-level enchantment* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 hour + +You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. + +While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. + +You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. + +Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. + +***At Higher Levels***. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours. \ No newline at end of file diff --git a/Documents/Spells/Dominate Person.md b/Documents/Spells/Dominate Person.md new file mode 100644 index 0000000..e7d07a8 --- /dev/null +++ b/Documents/Spells/Dominate Person.md @@ -0,0 +1,21 @@ +### Dominate Person + +*5th-level enchantment* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. + +While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. + +You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. + +Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. + +***At Higher Levels***. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. \ No newline at end of file diff --git a/Documents/Spells/Dream.md b/Documents/Spells/Dream.md new file mode 100644 index 0000000..895a404 --- /dev/null +++ b/Documents/Spells/Dream.md @@ -0,0 +1,19 @@ +### Dream + +*5th-level illusion* + +**Casting Time:** 1 minute + +**Range:** Special + +**Components:** V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird) + +**Duration:** 8 hours + +This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. + +If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. + +You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. + +If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage. \ No newline at end of file diff --git a/Documents/Spells/Druidcraft.md b/Documents/Spells/Druidcraft.md new file mode 100644 index 0000000..b9e3931 --- /dev/null +++ b/Documents/Spells/Druidcraft.md @@ -0,0 +1,18 @@ +### Druidcraft + +*Transmutation cantrip* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** Instantaneous + +Whispering to the spirits of nature, you create one of the following effects within range: + +- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. +- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. +- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. +- You instantly light or snuff out a candle, a torch, or a small campfire. \ No newline at end of file diff --git a/Documents/Spells/Earthquake.md b/Documents/Spells/Earthquake.md new file mode 100644 index 0000000..5bcb7a2 --- /dev/null +++ b/Documents/Spells/Earthquake.md @@ -0,0 +1,27 @@ +### Earthquake + +*8th-level evocation* + +**Casting Time:** 1 action + +**Range:** 500 feet + +**Components:** V, S, M (a pinch of dirt, a piece of rock, and a lump of clay) + +**Duration:** Concentration, up to 1 minute + +You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. + +The ground in the area becomes difficult terrain. + +Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken. + +When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. + +This spell can have additional effects depending on the terrain in the area, as determined by the GM. + +***Fissures***. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. + +A fissure that opens beneath a structure causes it to automatically collapse (see below). + +***Structures***. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried. \ No newline at end of file diff --git a/Documents/Spells/Eldritch Blast.md b/Documents/Spells/Eldritch Blast.md new file mode 100644 index 0000000..c85d4f0 --- /dev/null +++ b/Documents/Spells/Eldritch Blast.md @@ -0,0 +1,15 @@ +### Eldritch Blast + +*Evocation cantrip* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S + +**Duration:** Instantaneous + +A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. + +The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. \ No newline at end of file diff --git a/Documents/Spells/Enhance Ability.md b/Documents/Spells/Enhance Ability.md new file mode 100644 index 0000000..3aba68a --- /dev/null +++ b/Documents/Spells/Enhance Ability.md @@ -0,0 +1,27 @@ +### Enhance Ability + +*2nd-level transmutation* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (fur or a feather from a beast) + +**Duration:** Concentration, up to 1 hour. + +You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. + +***Bear's Endurance***. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. + +***Bull's Strength***. The target has advantage on Strength checks, and his or her carrying capacity doubles. + +***Cat's Grace***. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated. + +***Eagle's Splendor***. The target has advantage on Charisma checks. + +***Fox's Cunning***. The target has advantage on Intelligence checks. + +***Owl's Wisdom***. The target has advantage on Wisdom checks. + +***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. \ No newline at end of file diff --git a/Documents/Spells/EnlargeReduce.md b/Documents/Spells/EnlargeReduce.md new file mode 100644 index 0000000..35318d7 --- /dev/null +++ b/Documents/Spells/EnlargeReduce.md @@ -0,0 +1,19 @@ +### Enlarge/Reduce + +*2nd-level transmutation* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (a pinch of powdered iron) + +**Duration:** Concentration, up to 1 minute + +You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. + +If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. + +***Enlarge***. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage. + +***Reduce***. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category-from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1). \ No newline at end of file diff --git a/Documents/Spells/Entangle.md b/Documents/Spells/Entangle.md new file mode 100644 index 0000000..cc0bac9 --- /dev/null +++ b/Documents/Spells/Entangle.md @@ -0,0 +1,17 @@ +### Entangle + +*1st-level conjuration* + +**Casting Time:** 1 action + +**Range:** 90 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. + +A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. + +When the spell ends, the conjured plants wilt away. \ No newline at end of file diff --git a/Documents/Spells/Enthrall.md b/Documents/Spells/Enthrall.md new file mode 100644 index 0000000..41448e7 --- /dev/null +++ b/Documents/Spells/Enthrall.md @@ -0,0 +1,13 @@ +### Enthrall + +*2nd-level enchantment* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** 1 minute + +You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak. \ No newline at end of file diff --git a/Documents/Spells/Etherealness.md b/Documents/Spells/Etherealness.md new file mode 100644 index 0000000..239db8f --- /dev/null +++ b/Documents/Spells/Etherealness.md @@ -0,0 +1,23 @@ +### Etherealness + +*7th-level transmutation* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** Up to 8 hours + +You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. + +While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. + +You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. + +When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. + +This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes. + +***At Higher Levels***. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell. \ No newline at end of file diff --git a/Documents/Spells/Expeditious Retreat.md b/Documents/Spells/Expeditious Retreat.md new file mode 100644 index 0000000..00920d9 --- /dev/null +++ b/Documents/Spells/Expeditious Retreat.md @@ -0,0 +1,13 @@ +### Expeditious Retreat + +*1st-level transmutation* + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V, S + +**Duration:** Concentration, up to 10 minutes + +This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action. \ No newline at end of file diff --git a/Documents/Spells/Eyebite.md b/Documents/Spells/Eyebite.md new file mode 100644 index 0000000..0082942 --- /dev/null +++ b/Documents/Spells/Eyebite.md @@ -0,0 +1,19 @@ +### Eyebite + +*6th-level necromancy* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of *eyebite*. + +***Asleep***. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. + +***Panicked***. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends. + +***Sickened***. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends. \ No newline at end of file diff --git a/Documents/Spells/Fabricate.md b/Documents/Spells/Fabricate.md new file mode 100644 index 0000000..3ea1fd8 --- /dev/null +++ b/Documents/Spells/Fabricate.md @@ -0,0 +1,17 @@ +### Fabricate + +*4th-level transmutation* + +**Casting Time:** 10 minutes + +**Range:** 120 feet + +**Components:** V, S + +**Duration:** Instantaneous + +You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. + +Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials. + +Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects. \ No newline at end of file diff --git a/Documents/Spells/Faerie Fire.md b/Documents/Spells/Faerie Fire.md new file mode 100644 index 0000000..88e3a87 --- /dev/null +++ b/Documents/Spells/Faerie Fire.md @@ -0,0 +1,15 @@ +### Faerie Fire + +*1st-level evocation* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V + +**Duration:** Concentration, up to 1 minute + +Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. + +Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. \ No newline at end of file diff --git a/Documents/Spells/Faithful Hound.md b/Documents/Spells/Faithful Hound.md new file mode 100644 index 0000000..ee3d59f --- /dev/null +++ b/Documents/Spells/Faithful Hound.md @@ -0,0 +1,17 @@ +### Faithful Hound + +*4th-level conjuration* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (a tiny silver whistle, a piece of bone, and a thread) + +**Duration:** 8 hours + +You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. + +The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. + +At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage. \ No newline at end of file diff --git a/Documents/Spells/False Life.md b/Documents/Spells/False Life.md new file mode 100644 index 0000000..0e714ee --- /dev/null +++ b/Documents/Spells/False Life.md @@ -0,0 +1,15 @@ +### False Life + +*1st-level necromancy* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S, M (a small amount of alcohol or distilled spirits) + +**Duration:** 1 hour + +Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. + +***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st. \ No newline at end of file diff --git a/Documents/Spells/Fear.md b/Documents/Spells/Fear.md new file mode 100644 index 0000000..23031f1 --- /dev/null +++ b/Documents/Spells/Fear.md @@ -0,0 +1,15 @@ +### Fear + +*3rd-level illusion* + +**Casting Time:** 1 action + +**Range:** Self (30-foot cone) + +**Components:** V, S, M (a white feather or the heart of a hen) + +**Duration:** Concentration, up to 1 minute + +You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. + +While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. \ No newline at end of file diff --git a/Documents/Spells/Feather Fall.md b/Documents/Spells/Feather Fall.md new file mode 100644 index 0000000..df311d1 --- /dev/null +++ b/Documents/Spells/Feather Fall.md @@ -0,0 +1,13 @@ +### Feather Fall + +*1st-level transmutation* + +**Casting Time:** 1 reaction, which you take when you or a creature within 60 feet of you falls + +**Range:** 60 feet + +**Components:** V, M (a small feather or piece of down) + +**Duration:** 1 minute + +Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. \ No newline at end of file diff --git a/Documents/Spells/Feeblemind.md b/Documents/Spells/Feeblemind.md new file mode 100644 index 0000000..2b69b45 --- /dev/null +++ b/Documents/Spells/Feeblemind.md @@ -0,0 +1,19 @@ +### Feeblemind + +*8th-level enchantment* + +**Casting Time:** 1 action + +**Range:** 150 feet + +**Components:** V, S, M (a handful of clay, crystal, glass, or mineral spheres) + +**Duration:** Instantaneous + +You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. + +On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. + +At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. + +The spell can also be ended by *greater restoration*, *heal*, or *wish*. \ No newline at end of file diff --git a/Documents/Spells/Find Familiar.md b/Documents/Spells/Find Familiar.md new file mode 100644 index 0000000..6d9580e --- /dev/null +++ b/Documents/Spells/Find Familiar.md @@ -0,0 +1,25 @@ +### Find Familiar + +*1st-­level conjuration (ritual)* + +**Casting Time:** 1 hour + +**Range:** 10 feet + +**Components:** V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) + +**Duration:** Instantaneous + +You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. + +Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. + +When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. + +While your familiar is within 100 feet of you, you  can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. + +As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. + +You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. + +Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. \ No newline at end of file diff --git a/Documents/Spells/Find Steed.md b/Documents/Spells/Find Steed.md new file mode 100644 index 0000000..b73ddf0 --- /dev/null +++ b/Documents/Spells/Find Steed.md @@ -0,0 +1,21 @@ +### Find Steed + +*2nd-level conjuration* + +**Casting Time:** 10 minutes + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** Instantaneous + +You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. + +Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. + +When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. + +While your steed is within 1 mile of you, you can communicate with each other telepathically. + +You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear. \ No newline at end of file diff --git a/Documents/Spells/Find Traps.md b/Documents/Spells/Find Traps.md new file mode 100644 index 0000000..f64788e --- /dev/null +++ b/Documents/Spells/Find Traps.md @@ -0,0 +1,17 @@ +### Find Traps + +*2nd-level divination* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S + +**Duration:** Instantaneous + +You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the *alarm* spell, a *glyph of warding*, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. + +This spell merely reveals that a trap is present. + +You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense. \ No newline at end of file diff --git a/Documents/Spells/Find the Path.md b/Documents/Spells/Find the Path.md new file mode 100644 index 0000000..c16feae --- /dev/null +++ b/Documents/Spells/Find the Path.md @@ -0,0 +1,15 @@ +### Find the Path + +*6th-level divination* + +**Casting Time:** 1 minute + +**Range:** Self + +**Components:** V, S, M (a set of divinatory tools- such as bones, ivory sticks, cards, teeth, or carved runes-worth 100 gp and an object from the location you wish to find) + +**Duration:** Concentration, up to 1 day + +This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails. + +For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination. \ No newline at end of file diff --git a/Documents/Spells/Finger of Death.md b/Documents/Spells/Finger of Death.md new file mode 100644 index 0000000..6d58cd3 --- /dev/null +++ b/Documents/Spells/Finger of Death.md @@ -0,0 +1,15 @@ +### Finger of Death + +*7th-level necromancy* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Instantaneous + +You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. + +A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. \ No newline at end of file diff --git a/Documents/Spells/Fire Bolt.md b/Documents/Spells/Fire Bolt.md new file mode 100644 index 0000000..efa3873 --- /dev/null +++ b/Documents/Spells/Fire Bolt.md @@ -0,0 +1,15 @@ +### Fire Bolt + +*Evocation cantrip* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S + +**Duration:** Instantaneous + +You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. + +This spell's damage increases by 1d10 when you  reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). \ No newline at end of file diff --git a/Documents/Spells/Fire Shield.md b/Documents/Spells/Fire Shield.md new file mode 100644 index 0000000..7e34d7b --- /dev/null +++ b/Documents/Spells/Fire Shield.md @@ -0,0 +1,17 @@ +### Fire Shield + +*4th-level evocation* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S, M (a bit of phosphorus or a firefly) + +**Duration:** 10 minutes + +Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. + +The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage. + +In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield. \ No newline at end of file diff --git a/Documents/Spells/Fire Storm.md b/Documents/Spells/Fire Storm.md new file mode 100644 index 0000000..9c90167 --- /dev/null +++ b/Documents/Spells/Fire Storm.md @@ -0,0 +1,15 @@ +### Fire Storm + +*7th-level evocation* + +**Casting Time:** 1 action + +**Range:** 150 feet + +**Components:** V, S + +**Duration:** Instantaneous + +A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. + +The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell. \ No newline at end of file diff --git a/Documents/Spells/Fireball.md b/Documents/Spells/Fireball.md new file mode 100644 index 0000000..6e3393c --- /dev/null +++ b/Documents/Spells/Fireball.md @@ -0,0 +1,17 @@ +### Fireball + +*3rd-level evocation* + +**Casting Time:** 1 action + +**Range:** 150 feet + +**Components:** V, S, M (a tiny ball of bat guano and sulfur) + +**Duration:** Instantaneous + +A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. + +The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. + +***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. \ No newline at end of file diff --git a/Documents/Spells/Flame Blade.md b/Documents/Spells/Flame Blade.md new file mode 100644 index 0000000..22a0fcc --- /dev/null +++ b/Documents/Spells/Flame Blade.md @@ -0,0 +1,19 @@ +### Flame Blade + +*2nd-level evocation* + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V, S, M (leaf of sumac) + +**Duration:** Concentration, up to 10 minutes + +You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. + +You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. + +The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. + +***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd. \ No newline at end of file diff --git a/Documents/Spells/Flame Strike.md b/Documents/Spells/Flame Strike.md new file mode 100644 index 0000000..71f4556 --- /dev/null +++ b/Documents/Spells/Flame Strike.md @@ -0,0 +1,15 @@ +### Flame Strike + +*5th-level evocation* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (pinch of sulfur) + +**Duration:** Instantaneous + +A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. + +***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. \ No newline at end of file diff --git a/Documents/Spells/Flaming Sphere.md b/Documents/Spells/Flaming Sphere.md new file mode 100644 index 0000000..b4de036 --- /dev/null +++ b/Documents/Spells/Flaming Sphere.md @@ -0,0 +1,19 @@ +### Flaming Sphere + +*2nd-level conjuration* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) + +**Duration:** Concentration, up to 1 minute + +A 5-foot diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. + +As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. + +When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. + +***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. \ No newline at end of file diff --git a/Documents/Spells/Flesh to Stone.md b/Documents/Spells/Flesh to Stone.md new file mode 100644 index 0000000..318fd4f --- /dev/null +++ b/Documents/Spells/Flesh to Stone.md @@ -0,0 +1,19 @@ +### Flesh to Stone + +*6th-level transmutation* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (a pinch of lime, water, and earth) + +**Duration:** Concentration, up to 1 minute + +You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected. + +A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. + +If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. + +If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed. \ No newline at end of file diff --git a/Documents/Spells/Floating Disk.md b/Documents/Spells/Floating Disk.md new file mode 100644 index 0000000..0731c9f --- /dev/null +++ b/Documents/Spells/Floating Disk.md @@ -0,0 +1,17 @@ +### Floating Disk + +*1st-level conjuration (ritual)* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (a drop of mercury) + +**Duration:** 1 hour + +This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. + +The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot deep pit, nor could it leave such a pit if it was created at the bottom. + +If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends. \ No newline at end of file diff --git a/Documents/Spells/Fly.md b/Documents/Spells/Fly.md new file mode 100644 index 0000000..201d0f8 --- /dev/null +++ b/Documents/Spells/Fly.md @@ -0,0 +1,15 @@ +### Fly + +*3rd-level transmutation* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (a wing feather from any bird) + +**Duration:** Concentration, up to 10 minutes + +You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. + +***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. \ No newline at end of file diff --git a/Documents/Spells/Fog Cloud.md b/Documents/Spells/Fog Cloud.md new file mode 100644 index 0000000..6172ad0 --- /dev/null +++ b/Documents/Spells/Fog Cloud.md @@ -0,0 +1,15 @@ +### Fog Cloud + +*1st-level conjuration* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 hour + +You create a 20-foot radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. + +***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st. \ No newline at end of file diff --git a/Documents/Spells/Forbiddance.md b/Documents/Spells/Forbiddance.md new file mode 100644 index 0000000..86f6734 --- /dev/null +++ b/Documents/Spells/Forbiddance.md @@ -0,0 +1,19 @@ +### Forbiddance + +*6th-level abjuration (ritual)* + +**Casting Time:** 10 minutes + +**Range:** Touch + +**Components:** V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp) + +**Duration:** 1 day + +You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the *gate* spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the *plane shift* spell. + +In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell). + +When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell. + +The spell's area can't overlap with the area of another *forbiddance* spell. If you cast *forbiddance* every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting. \ No newline at end of file diff --git a/Documents/Spells/Forcecage.md b/Documents/Spells/Forcecage.md new file mode 100644 index 0000000..3966f41 --- /dev/null +++ b/Documents/Spells/Forcecage.md @@ -0,0 +1,23 @@ +### Forcecage + +*7th-level evocation* + +**Casting Time:** 1 action + +**Range:** 100 feet + +**Components:** V, S, M (ruby dust worth 1,500 gp) + +**Duration:** 1 hour + +An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. + +A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. + +A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. + +When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. + +A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. + +This spell can't be dispelled by *dispel magic*. \ No newline at end of file diff --git a/Documents/Spells/Foresight.md b/Documents/Spells/Foresight.md new file mode 100644 index 0000000..3ea04cb --- /dev/null +++ b/Documents/Spells/Foresight.md @@ -0,0 +1,15 @@ +### Foresight + +*9th-level divination* + +**Casting Time:** 1 minute + +**Range:** Touch + +**Components:** V, S, M (a hummingbird feather) + +**Duration:** 8 hours + +You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. + +This spell immediately ends if you cast it again before its duration ends. \ No newline at end of file diff --git a/Documents/Spells/Freedom of Movement.md b/Documents/Spells/Freedom of Movement.md new file mode 100644 index 0000000..fa51fcf --- /dev/null +++ b/Documents/Spells/Freedom of Movement.md @@ -0,0 +1,15 @@ +### Freedom of Movement + +*4th-level abjuration* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (a leather strap, bound around the arm or a similar appendage) + +**Duration:** 1 hour + +You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. + +The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks. \ No newline at end of file diff --git a/Documents/Spells/Freezing Sphere.md b/Documents/Spells/Freezing Sphere.md new file mode 100644 index 0000000..9895236 --- /dev/null +++ b/Documents/Spells/Freezing Sphere.md @@ -0,0 +1,19 @@ +### Freezing Sphere + +*6th-level evocation* + +**Casting Time:** 1 action + +**Range:** 300 feet + +**Components:** V, S, M (a small crystal sphere) + +**Duration:** Instantaneous + +A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage. + +If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free. + +You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes. + +***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. \ No newline at end of file diff --git a/Documents/Spells/Gaseous Form.md b/Documents/Spells/Gaseous Form.md new file mode 100644 index 0000000..847be9e --- /dev/null +++ b/Documents/Spells/Gaseous Form.md @@ -0,0 +1,17 @@ +### Gaseous Form + +*3rd-level transmutation* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (a bit of gauze and a wisp of smoke) + +**Duration:** Concentration, up to 1 hour + +You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected. + +While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated. + +While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells. \ No newline at end of file diff --git a/Documents/Spells/Gate.md b/Documents/Spells/Gate.md new file mode 100644 index 0000000..d75a7f4 --- /dev/null +++ b/Documents/Spells/Gate.md @@ -0,0 +1,19 @@ +### Gate + +*9th-level conjuration* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (a diamond worth at least 5,000 gp) + +**Duration:** Concentration, up to 1 minute + +You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. + +The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. + +Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. + +When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you. \ No newline at end of file diff --git a/Documents/Spells/Geas.md b/Documents/Spells/Geas.md new file mode 100644 index 0000000..eff4f3f --- /dev/null +++ b/Documents/Spells/Geas.md @@ -0,0 +1,19 @@ +### Geas + +*5th-level enchantment* + +**Casting Time:** 1 minute + +**Range:** 60 feet + +**Components:** V + +**Duration:** 30 days + +You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell. + +You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. + +You can end the spell early by using an action to dismiss it. A *remove curse*, *greater restoration*, or *wish* spell also ends it. + +***At Higher Levels***. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above. \ No newline at end of file diff --git a/Documents/Spells/Gentle Repose.md b/Documents/Spells/Gentle Repose.md new file mode 100644 index 0000000..b13748d --- /dev/null +++ b/Documents/Spells/Gentle Repose.md @@ -0,0 +1,15 @@ +### Gentle Repose + +*2nd-level necromancy (ritual)* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration) + +**Duration:** 10 days + +You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. + +The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as *raise dead*. \ No newline at end of file diff --git a/Documents/Spells/Giant Insect.md b/Documents/Spells/Giant Insect.md new file mode 100644 index 0000000..7b28e50 --- /dev/null +++ b/Documents/Spells/Giant Insect.md @@ -0,0 +1,19 @@ +### Giant Insect + +*4th-level transmutation* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** Concentration, up to 10 minutes + +You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. + +Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has the statistics for these creatures and resolves their actions and movement. + +A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. + +The GM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp. \ No newline at end of file diff --git a/Documents/Spells/Glibness.md b/Documents/Spells/Glibness.md new file mode 100644 index 0000000..f2199a1 --- /dev/null +++ b/Documents/Spells/Glibness.md @@ -0,0 +1,13 @@ +### Glibness + +*8th-level transmutation* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V + +**Duration:** 1 hour + +Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful. \ No newline at end of file diff --git a/Documents/Spells/Globe of Invulnerability.md b/Documents/Spells/Globe of Invulnerability.md new file mode 100644 index 0000000..261948a --- /dev/null +++ b/Documents/Spells/Globe of Invulnerability.md @@ -0,0 +1,17 @@ +### Globe of Invulnerability + +*6th-level abjuration* + +**Casting Time:** 1 action + +**Range:** Self (10-foot radius) + +**Components:** V, S, M (a glass or crystal bead that shatters when the spell ends) + +**Duration:** Concentration, up to 1 minute + +An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. + +Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. + +***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th. \ No newline at end of file diff --git a/Documents/Spells/Glyph of Warding.md b/Documents/Spells/Glyph of Warding.md new file mode 100644 index 0000000..171a9e1 --- /dev/null +++ b/Documents/Spells/Glyph of Warding.md @@ -0,0 +1,27 @@ +### Glyph of Warding + +*3rd-level abjuration* + +**Casting Time:** 1 hour + +**Range:** Touch + +**Components:** V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes) + +**Duration:** Until dispelled or triggered + +When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. + +The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. + +You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. + +You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. + +When you inscribe the glyph, choose *explosive runes* or a *spell glyph*. + +***Explosive Runes***. When triggered, the glyph erupts with magical energy in a 20-foot radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. + +***Spell Glyph***. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. + +***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the damage of an *explosive runes* glyph increases by 1d8 for each slot level above 3rd. If you create a *spell glyph*, you can store any spell of up to the same level as the slot you use for the *glyph of warding*. \ No newline at end of file diff --git a/Documents/Spells/Goodberry.md b/Documents/Spells/Goodberry.md new file mode 100644 index 0000000..b80b00a --- /dev/null +++ b/Documents/Spells/Goodberry.md @@ -0,0 +1,16 @@ +### Goodberry + +*1st-level transmutation* + +**Casting Time:** 1 action + + +**Range:** Touch + +**Components:** V, S, M (a sprig of mistletoe) + +**Duration:** Instantaneous + +Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. + +The berries lose their potency if they have not  been consumed within 24 hours of the casting of this spell. \ No newline at end of file diff --git a/Documents/Spells/Grease.md b/Documents/Spells/Grease.md new file mode 100644 index 0000000..54e4556 --- /dev/null +++ b/Documents/Spells/Grease.md @@ -0,0 +1,15 @@ +### Grease + +*1st-level conjuration* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (a bit of pork rind or butter) + +**Duration:** 1 minute + +Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. + +When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. \ No newline at end of file diff --git a/Documents/Spells/Greater Invisibility.md b/Documents/Spells/Greater Invisibility.md new file mode 100644 index 0000000..b1e95af --- /dev/null +++ b/Documents/Spells/Greater Invisibility.md @@ -0,0 +1,13 @@ +### Greater Invisibility + +*4th-level illusion* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. \ No newline at end of file diff --git a/Documents/Spells/Greater Restoration.md b/Documents/Spells/Greater Restoration.md new file mode 100644 index 0000000..879a81d --- /dev/null +++ b/Documents/Spells/Greater Restoration.md @@ -0,0 +1,18 @@ +### Greater Restoration + +*5th-level abjuration* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (diamond dust worth at least 100 gp, which the spell consumes) + +**Duration:** Instantaneous + +You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: + +- One effect that charmed or petrified the target +- One curse, including the target's attunement to a cursed magic item +- Any reduction to one of the target's ability scores +- One effect reducing the target's hit point maximum \ No newline at end of file diff --git a/Documents/Spells/Guardian of Faith.md b/Documents/Spells/Guardian of Faith.md new file mode 100644 index 0000000..01b3922 --- /dev/null +++ b/Documents/Spells/Guardian of Faith.md @@ -0,0 +1,15 @@ +### Guardian of Faith + +*4th-level conjuration* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V + +**Duration:** 8 hours + +A large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. + +Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has delat a total of 60 damage. \ No newline at end of file diff --git a/Documents/Spells/Guards and Wards.md b/Documents/Spells/Guards and Wards.md new file mode 100644 index 0000000..b15feb1 --- /dev/null +++ b/Documents/Spells/Guards and Wards.md @@ -0,0 +1,35 @@ +### Guards and Wards + +*6th-level abjuration* + +**Casting Time:** 10 minutes + +**Range:** Touch + +**Components:** V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp) + +**Duration:** 24 hours + +You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. + +When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. + +*Guards and wards* creates the following effects within the warded area. + +***Corridors***. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses. + +***Doors***. All doors in the warded area are magically locked, as if sealed by an *arcane lock* spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the *minor illusion* spell) to make them appear as plain sections of wall. + +***Stairs***. Webs fill all stairs in the warded area from top to bottom, as the *web* spell. These strands regrow in 10 minutes if they are burned or torn away while *guards and wards* lasts. + +***Other Spell Effect***. You can place your choice of one of the following magical effects within the warded area of the stronghold. + +- Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. +- Place magic mouth in two locations. +- Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. +- Place a constant gust of wind in one corridor or room. +- Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally. + +The whole warded area radiates magic. A *dispel magic* cast on a specific effect, if successful, removes only that effect. + +You can create a permanently guarded and warded structure by casting this spell there every day for one year. \ No newline at end of file diff --git a/Documents/Spells/Guidance.md b/Documents/Spells/Guidance.md new file mode 100644 index 0000000..731bd1a --- /dev/null +++ b/Documents/Spells/Guidance.md @@ -0,0 +1,13 @@ +### Guidance + +*Divination cantrip* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. \ No newline at end of file diff --git a/Documents/Spells/Guiding Bolt.md b/Documents/Spells/Guiding Bolt.md new file mode 100644 index 0000000..2bbdeeb --- /dev/null +++ b/Documents/Spells/Guiding Bolt.md @@ -0,0 +1,15 @@ +### Guiding Bolt + +*1st-level evocation* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S + +**Duration:** 1 round + +A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. + +***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. \ No newline at end of file diff --git a/Documents/Spells/Gust of Wind.md b/Documents/Spells/Gust of Wind.md new file mode 100644 index 0000000..59a53b2 --- /dev/null +++ b/Documents/Spells/Gust of Wind.md @@ -0,0 +1,19 @@ +### Gust of Wind + +*2nd-level evocation* + +**Casting Time:** 1 action + +**Range:** Self (60-foot line) + +**Components:** V, S, M (a legume seed) + +**Duration:** Concentration, up to 1 minute + +A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. + +Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. + +The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. + +As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. \ No newline at end of file diff --git a/Documents/Spells/Hallow.md b/Documents/Spells/Hallow.md new file mode 100644 index 0000000..fb65f04 --- /dev/null +++ b/Documents/Spells/Hallow.md @@ -0,0 +1,37 @@ +### Hallow + +*5th-level evocation* + +**Casting Time:** 24 hours + +**Range:** Touch + +**Components:** V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes) + +**Duration:** Until dispelled + +You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a *hallow* spell. The affected area is subject to the following effects. + +First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect. + +Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area. + +***Courage***. Affected creatures can't be frightened while in the area. + +***Darkness***. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area. + +***Daylight***. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light. + +***Energy Protection***. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing. + +***Energy Vulnerability***. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing. + +***Everlasting Rest***. Dead bodies interred in the area can't be turned into undead. + +***Extradimensional Interference***. Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means. + +***Fear***. Affected creatures are frightened while in the area. + +***Silence***. No sound can emanate from within the area, and no sound can reach into it. + +***Tongues***. Affected creatures can communicate with any other creature in the area, even if they don't share a common language. \ No newline at end of file diff --git a/Documents/Spells/Hallucinatory Terrain.md b/Documents/Spells/Hallucinatory Terrain.md new file mode 100644 index 0000000..7e1133d --- /dev/null +++ b/Documents/Spells/Hallucinatory Terrain.md @@ -0,0 +1,15 @@ +### Hallucinatory Terrain + +*4th-level illusion* + +**Casting Time:** 10 minutes + +**Range:** 300 feet + +**Components:** V, S, M (a stone, a twig, and a bit of green plant) + +**Duration:** 24 hours + +You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. + +The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. \ No newline at end of file diff --git a/Documents/Spells/Harm.md b/Documents/Spells/Harm.md new file mode 100644 index 0000000..17f0143 --- /dev/null +++ b/Documents/Spells/Harm.md @@ -0,0 +1,13 @@ +### Harm + +*6th-level necromancy* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Instantaneous + +You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes. \ No newline at end of file diff --git a/Documents/Spells/Haste.md b/Documents/Spells/Haste.md new file mode 100644 index 0000000..b3f0247 --- /dev/null +++ b/Documents/Spells/Haste.md @@ -0,0 +1,15 @@ +### Haste + +*3rd-level transmutation* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (a shaving of licorice root) + +**Duration:** Concentration, up to 1 minute + +Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. + +When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it. \ No newline at end of file diff --git a/Documents/Spells/Heal.md b/Documents/Spells/Heal.md new file mode 100644 index 0000000..7c64142 --- /dev/null +++ b/Documents/Spells/Heal.md @@ -0,0 +1,15 @@ +### Heal + +*6th-level evocation* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Instantaneous + +Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. + +***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th. \ No newline at end of file diff --git a/Documents/Spells/Healing Word.md b/Documents/Spells/Healing Word.md new file mode 100644 index 0000000..38b8288 --- /dev/null +++ b/Documents/Spells/Healing Word.md @@ -0,0 +1,15 @@ +### Healing Word + +*1st-level evocation* + +**Casting Time:** 1 bonus action + +**Range:** 60 feet + +**Components:** V + +**Duration:** Instantaneous + +A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. + +***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. \ No newline at end of file diff --git a/Documents/Spells/Heat Metal.md b/Documents/Spells/Heat Metal.md new file mode 100644 index 0000000..c9b16b4 --- /dev/null +++ b/Documents/Spells/Heat Metal.md @@ -0,0 +1,17 @@ +### Heat Metal + +*2nd-level transmutation* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (a piece of iron and a flame) + +**Duration:** Concentration, up to 1 minute + +Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. + +If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. + +***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. \ No newline at end of file diff --git a/Documents/Spells/Hellish Rebuke.md b/Documents/Spells/Hellish Rebuke.md new file mode 100644 index 0000000..1d52329 --- /dev/null +++ b/Documents/Spells/Hellish Rebuke.md @@ -0,0 +1,15 @@ +### Hellish Rebuke + +*1st-­level evocation* + +**Casting Time:** 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Instantaneous + +You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. + +***At Higher Levels***. When you cast this spell using a  spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. \ No newline at end of file diff --git a/Documents/Spells/Heroes' Feast.md b/Documents/Spells/Heroes' Feast.md new file mode 100644 index 0000000..0fe56dd --- /dev/null +++ b/Documents/Spells/Heroes' Feast.md @@ -0,0 +1,15 @@ +### Heroes' Feast + +*6th-level conjuration* + +**Casting Time:** 10 minutes + +**Range:** 30 feet + +**Components:** V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes) + +**Duration:** Instantaneous + +You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast. + +A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours. \ No newline at end of file diff --git a/Documents/Spells/Heroism.md b/Documents/Spells/Heroism.md new file mode 100644 index 0000000..d0f0685 --- /dev/null +++ b/Documents/Spells/Heroism.md @@ -0,0 +1,15 @@ +### Heroism + +*1st-level enchantment* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. + +***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. \ No newline at end of file diff --git a/Documents/Spells/Hideous Laughter.md b/Documents/Spells/Hideous Laughter.md new file mode 100644 index 0000000..3a020b5 --- /dev/null +++ b/Documents/Spells/Hideous Laughter.md @@ -0,0 +1,15 @@ +### Hideous Laughter + +*1st-level enchantment* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (tiny tarts and a feather that is waved in the air) + +**Duration:** Concentration, up to 1 minute + +A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. + +At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends. \ No newline at end of file diff --git a/Documents/Spells/Hold Monster.md b/Documents/Spells/Hold Monster.md new file mode 100644 index 0000000..d84270d --- /dev/null +++ b/Documents/Spells/Hold Monster.md @@ -0,0 +1,15 @@ +### Hold Monster + +*5th-level enchantment* + +**Casting Time:** 1 action + +**Range:** 90 feet + +**Components:** V, S, M (a small, straight piece of iron) + +**Duration:** Concentration, up to 1 minute + +Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. + +***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. \ No newline at end of file diff --git a/Documents/Spells/Hold Person.md b/Documents/Spells/Hold Person.md new file mode 100644 index 0000000..f30722b --- /dev/null +++ b/Documents/Spells/Hold Person.md @@ -0,0 +1,15 @@ +### Hold Person + +*2nd-level enchantment* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (a small, straight piece of iron) + +**Duration:** Concentration, up to 1 minute + +Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. + +***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. \ No newline at end of file diff --git a/Documents/Spells/Holy Aura.md b/Documents/Spells/Holy Aura.md new file mode 100644 index 0000000..46b202c --- /dev/null +++ b/Documents/Spells/Holy Aura.md @@ -0,0 +1,13 @@ +### Holy Aura + +*8th-level abjuration* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text) + +**Duration:** Concentration, up to 1 minute + +Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends. \ No newline at end of file diff --git a/Documents/Spells/Hunter's Mark.md b/Documents/Spells/Hunter's Mark.md new file mode 100644 index 0000000..d0a3769 --- /dev/null +++ b/Documents/Spells/Hunter's Mark.md @@ -0,0 +1,15 @@ +### Hunter's Mark + +*1st-­level divination* + +**Casting Time:** 1 bonus action + +**Range:** 90 feet + +**Components:** V + +**Duration:** Concentration, up to 1 hour + +You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. + +***At Higher Levels***. When you cast this spell using a  spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. \ No newline at end of file diff --git a/Documents/Spells/Hypnotic Pattern.md b/Documents/Spells/Hypnotic Pattern.md new file mode 100644 index 0000000..d61bf2b --- /dev/null +++ b/Documents/Spells/Hypnotic Pattern.md @@ -0,0 +1,15 @@ +### Hypnotic Pattern + +*3rd-level illusion* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material) + +**Duration:** Concentration, up to 1 minute + +You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. + +The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. \ No newline at end of file diff --git a/Documents/Spells/Ice Storm.md b/Documents/Spells/Ice Storm.md new file mode 100644 index 0000000..231a159 --- /dev/null +++ b/Documents/Spells/Ice Storm.md @@ -0,0 +1,17 @@ +### Ice Storm + +*4th-level evocation* + +**Casting Time:** 1 action + +**Range:** 300 feet + +**Components:** V, S, M (a pinch of dust and a few drops of water) + +**Duration:** Instantaneous + +A hail of rock-hard ice pounds to the ground in a 20-foot radius, 40-foot high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. + +Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn. + +***At Higher Levels***. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th. \ No newline at end of file diff --git a/Documents/Spells/Identify.md b/Documents/Spells/Identify.md new file mode 100644 index 0000000..c32c6b2 --- /dev/null +++ b/Documents/Spells/Identify.md @@ -0,0 +1,15 @@ +### Identify + +*1st-level divination (ritual)* + +**Casting Time:** 1 minute + +**Range:** Touch + +**Components:** V, S, M (a pearl worth at least 100 gp and an owl feather) + +**Duration:** Instantaneous + +You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. + +If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. \ No newline at end of file diff --git a/Documents/Spells/Illusory Script.md b/Documents/Spells/Illusory Script.md new file mode 100644 index 0000000..4c4e189 --- /dev/null +++ b/Documents/Spells/Illusory Script.md @@ -0,0 +1,19 @@ +### Illusory Script + +*1st-level illusion (ritual)* + +**Casting Time:** 1 minute + +**Range:** Touch + +**Components:** S, M (a lead-based ink worth at least 10 gp, which the spell consumes) + +**Duration:** 10 days + +You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. + +To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. + +Should the spell be dispelled, the original script and the illusion both disappear. + +A creature with truesight can read the hidden message. \ No newline at end of file diff --git a/Documents/Spells/Imprisonment.md b/Documents/Spells/Imprisonment.md new file mode 100644 index 0000000..1317801 --- /dev/null +++ b/Documents/Spells/Imprisonment.md @@ -0,0 +1,39 @@ +### Imprisonment + +*9th-level abjuration* + +**Casting Time:** 1 minute + +**Range:** 30 feet + +**Components:** V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target) + +**Duration:** Until dispelled + +You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target. + +When you cast the spell, you choose one of the following forms of imprisonment. + +***Burial***. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. + +The special component for this version of the spell is a small mithral orb. + +***Chaining***. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then. + +The special component for this version of the spell is a fine chain of precious metal. + +***Hedged Prison***. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. + +The special component for this version of the spell is a miniature representation of the prison made from jade. + +***Minimus Containment***. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect. + +The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby. + +***Slumber***. The target falls asleep and can't be awoken. The special component for this version of the spell consists of rare soporific herbs. + +***Ending the Spell***. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. + +A *dispel magic* spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it. + +You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding. \ No newline at end of file diff --git a/Documents/Spells/Incendiary Cloud.md b/Documents/Spells/Incendiary Cloud.md new file mode 100644 index 0000000..0a4d4fb --- /dev/null +++ b/Documents/Spells/Incendiary Cloud.md @@ -0,0 +1,17 @@ +### Incendiary Cloud + +*8th-level conjuration* + +**Casting Time:** 1 action + +**Range:** 150 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. + +When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. + +The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns. \ No newline at end of file diff --git a/Documents/Spells/Inflict Wounds.md b/Documents/Spells/Inflict Wounds.md new file mode 100644 index 0000000..f1b5004 --- /dev/null +++ b/Documents/Spells/Inflict Wounds.md @@ -0,0 +1,15 @@ +### Inflict Wounds + +*1st-level necromancy* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** Instantaneous + +Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. + +***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. \ No newline at end of file diff --git a/Documents/Spells/Insect Plague.md b/Documents/Spells/Insect Plague.md new file mode 100644 index 0000000..a0ae162 --- /dev/null +++ b/Documents/Spells/Insect Plague.md @@ -0,0 +1,17 @@ +### Insect Plague + +*5th-level conjuration* + +**Casting Time:** 1 action + +**Range:** 300 feet + +**Components:** V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat) + +**Duration:** Concentration, up to 10 minutes + +Swarming, biting locusts fill a 20-foot radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain. + +When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. + +***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. \ No newline at end of file diff --git a/Documents/Spells/Instant Summons.md b/Documents/Spells/Instant Summons.md new file mode 100644 index 0000000..f78b121 --- /dev/null +++ b/Documents/Spells/Instant Summons.md @@ -0,0 +1,19 @@ +### Instant Summons + +*6th-level conjuration (ritual)* + +**Casting Time:** 1 minute + +**Range:** Touch + +**Components:** V, S, M (a sapphire worth 1,000 gp) + +**Duration:** Until dispelled + +You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire. + +At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. + +If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. + +*Dispel magic* or a similar effect successfully applied to the sapphire ends this spell's effect. \ No newline at end of file diff --git a/Documents/Spells/Invisibility.md b/Documents/Spells/Invisibility.md new file mode 100644 index 0000000..ae3a05f --- /dev/null +++ b/Documents/Spells/Invisibility.md @@ -0,0 +1,15 @@ +### Invisibility + +*2nd-level illusion* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (an eyelash encased in gum arabic) + +**Duration:** Concentration, up to 1 hour + +A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. + +***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. \ No newline at end of file diff --git a/Documents/Spells/Irresistible Dance.md b/Documents/Spells/Irresistible Dance.md new file mode 100644 index 0000000..9202599 --- /dev/null +++ b/Documents/Spells/Irresistible Dance.md @@ -0,0 +1,15 @@ +### Irresistible Dance + +*6th-level enchantment* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V + +**Duration:** Concentration, up to 1 minute + +Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell. + +A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends. \ No newline at end of file diff --git a/Documents/Spells/Jump.md b/Documents/Spells/Jump.md new file mode 100644 index 0000000..0938255 --- /dev/null +++ b/Documents/Spells/Jump.md @@ -0,0 +1,15 @@ +### Jump + +*1st-level transmutation* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (a grasshopper's hind leg) + +**Duration:** 1 minute + +You touch a creature. The creature's jump distance is tripled until the spell ends. + +# Spells (K) \ No newline at end of file diff --git a/Documents/Spells/Spells J.md b/Documents/Spells/Knock.md similarity index 73% rename from Documents/Spells/Spells J.md rename to Documents/Spells/Knock.md index 769b986..190a187 100644 --- a/Documents/Spells/Spells J.md +++ b/Documents/Spells/Knock.md @@ -1,22 +1,4 @@ -# Spells (J) - -#### Jump - -*1st-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a grasshopper's hind leg) - -**Duration:** 1 minute - -You touch a creature. The creature's jump distance is tripled until the spell ends. - -# Spells (K) - -#### Knock +### Knock *2nd-level transmutation* diff --git a/Documents/Spells/Legend Lore.md b/Documents/Spells/Legend Lore.md new file mode 100644 index 0000000..af43442 --- /dev/null +++ b/Documents/Spells/Legend Lore.md @@ -0,0 +1,15 @@ +### Legend Lore + +*5th-level divination* + +**Casting Time:** 10 minutes + +**Range:** Self + +**Components:** V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each) + +**Duration:** Instantaneous + +Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. + +The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: "Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word *Rudnogg* on the lips." \ No newline at end of file diff --git a/Documents/Spells/Lesser Restoration.md b/Documents/Spells/Lesser Restoration.md new file mode 100644 index 0000000..f2ca8fe --- /dev/null +++ b/Documents/Spells/Lesser Restoration.md @@ -0,0 +1,13 @@ +### Lesser Restoration + +*2nd-level abjuration* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** Instantaneous + +You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. \ No newline at end of file diff --git a/Documents/Spells/Levitate.md b/Documents/Spells/Levitate.md new file mode 100644 index 0000000..7cbd037 --- /dev/null +++ b/Documents/Spells/Levitate.md @@ -0,0 +1,17 @@ +### Levitate + +*2nd-level transmutation* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end) + +**Duration:** Concentration, up to 10 minutes + +One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. + +The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. + +When the spell ends, the target floats gently to the ground if it is still aloft. \ No newline at end of file diff --git a/Documents/Spells/Light.md b/Documents/Spells/Light.md new file mode 100644 index 0000000..bedd3d5 --- /dev/null +++ b/Documents/Spells/Light.md @@ -0,0 +1,15 @@ +### Light + +*Evocation cantrip* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, M (a firefly or phosphorescent moss) + +**Duration:** 1 hour + +You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. + +If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. \ No newline at end of file diff --git a/Documents/Spells/Lightning Bolt.md b/Documents/Spells/Lightning Bolt.md new file mode 100644 index 0000000..18d98c4 --- /dev/null +++ b/Documents/Spells/Lightning Bolt.md @@ -0,0 +1,17 @@ +### Lightning Bolt + +*3rd-level evocation* + +**Casting Time:** 1 action + +**Range:** Self (100-foot line) + +**Components:** V, S, M (a bit of fur and a rod of amber, crystal, or glass) + +**Duration:** Instantaneous + +A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. + +The lightning ignites flammable objects in the area that aren't being worn or carried. + +***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. \ No newline at end of file diff --git a/Documents/Spells/Locate Animals or Plants.md b/Documents/Spells/Locate Animals or Plants.md new file mode 100644 index 0000000..80abd6f --- /dev/null +++ b/Documents/Spells/Locate Animals or Plants.md @@ -0,0 +1,13 @@ +### Locate Animals or Plants + +*2nd-level divination (ritual)* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S, M (a bit of fur from a bloodhound) + +**Duration:** Instantaneous + +Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present. \ No newline at end of file diff --git a/Documents/Spells/Locate Creature.md b/Documents/Spells/Locate Creature.md new file mode 100644 index 0000000..65e06e8 --- /dev/null +++ b/Documents/Spells/Locate Creature.md @@ -0,0 +1,17 @@ +### Locate Creature + +*4th-level divination* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S, M (a bit of fur from a bloodhound) + +**Duration:** Concentration, up to 1 hour + +Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. + +The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close-within 30 feet-at least once. If the creature you described or named is in a different form, such as being under the effects of a *polymorph* spell, this spell doesn't locate the creature. + +This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature. \ No newline at end of file diff --git a/Documents/Spells/Locate Object.md b/Documents/Spells/Locate Object.md new file mode 100644 index 0000000..4bb777c --- /dev/null +++ b/Documents/Spells/Locate Object.md @@ -0,0 +1,17 @@ +### Locate Object + +*2nd-level divination* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S, M (a forked twig) + +**Duration:** Concentration, up to 10 minutes + +Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. + +The spell can locate a specific object known to you, as long as you have seen it up close-within 30 feet-at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. + +This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object. \ No newline at end of file diff --git a/Documents/Spells/Longstrider.md b/Documents/Spells/Longstrider.md new file mode 100644 index 0000000..c0b79ba --- /dev/null +++ b/Documents/Spells/Longstrider.md @@ -0,0 +1,15 @@ +### Longstrider + +*1st-level transmutation* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (a pinch of dirt) + +**Duration:** 1 hour + +You touch a creature. The target's speed increases by 10 feet until the spell ends. + +***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. \ No newline at end of file diff --git a/Documents/Spells/Mage Armor.md b/Documents/Spells/Mage Armor.md new file mode 100644 index 0000000..4795c54 --- /dev/null +++ b/Documents/Spells/Mage Armor.md @@ -0,0 +1,13 @@ +### Mage Armor + +*1st-level abjuration* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (a piece of cured leather) + +**Duration:** 8 hours + +You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. \ No newline at end of file diff --git a/Documents/Spells/Mage Hand.md b/Documents/Spells/Mage Hand.md new file mode 100644 index 0000000..5f36f89 --- /dev/null +++ b/Documents/Spells/Mage Hand.md @@ -0,0 +1,17 @@ +### Mage Hand + +*Conjuration cantrip* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** 1 minute + +A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. + +You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. + +The hand can't attack, activate magic items, or carry more than 10 pounds. \ No newline at end of file diff --git a/Documents/Spells/Magic Circle.md b/Documents/Spells/Magic Circle.md new file mode 100644 index 0000000..0a9e599 --- /dev/null +++ b/Documents/Spells/Magic Circle.md @@ -0,0 +1,23 @@ +### Magic Circle + +*3rd-level abjuration* + +**Casting Time:** 1 minute + +**Range:** 10 feet + +**Components:** V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) + +**Duration:** 1 hour + +You create a 10-foot radius, 20-foot tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. + +Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: + +- The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. +- The creature has disadvantage on attack rolls against targets within the cylinder. +- Targets within the cylinder can't be charmed, frightened, or possessed by the creature. + +When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. + +***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd. \ No newline at end of file diff --git a/Documents/Spells/Magic Jar.md b/Documents/Spells/Magic Jar.md new file mode 100644 index 0000000..3a1d994 --- /dev/null +++ b/Documents/Spells/Magic Jar.md @@ -0,0 +1,25 @@ +### Magic Jar + +*6th-level necromancy* + +**Casting Time:** 1 minute + +**Range:** Self + +**Components:** V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) + +**Duration:** Until dispelled + +Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. + +You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a *protection from evil and good* or *magic circle* spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours. + +Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features. + +Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all. + +While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. + +If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. + +When the spell ends, the container is destroyed. \ No newline at end of file diff --git a/Documents/Spells/Magic Missile.md b/Documents/Spells/Magic Missile.md new file mode 100644 index 0000000..64348bd --- /dev/null +++ b/Documents/Spells/Magic Missile.md @@ -0,0 +1,15 @@ +### Magic Missile + +*1st-level evocation* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S + +**Duration:** Instantaneous + +You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. + +***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. \ No newline at end of file diff --git a/Documents/Spells/Magic Mouth.md b/Documents/Spells/Magic Mouth.md new file mode 100644 index 0000000..575be39 --- /dev/null +++ b/Documents/Spells/Magic Mouth.md @@ -0,0 +1,17 @@ +### Magic Mouth + +*2nd-level illusion (ritual)* + +**Casting Time:** 1 minute + +**Range:** 30 feet + +**Components:** V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes) + +**Duration:** Until dispelled + +You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. + +When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. + +The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it. \ No newline at end of file diff --git a/Documents/Spells/Magic Weapon.md b/Documents/Spells/Magic Weapon.md new file mode 100644 index 0000000..9f6f623 --- /dev/null +++ b/Documents/Spells/Magic Weapon.md @@ -0,0 +1,15 @@ +### Magic Weapon + +*2nd-level transmutation* + +**Casting Time:** 1 bonus action + +**Range:** Touch + +**Components:** V, S + +**Duration:** Concentration, up to 1 hour + +You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. + +***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. \ No newline at end of file diff --git a/Documents/Spells/Magnificent Mansion.md b/Documents/Spells/Magnificent Mansion.md new file mode 100644 index 0000000..adef064 --- /dev/null +++ b/Documents/Spells/Magnificent Mansion.md @@ -0,0 +1,17 @@ +### Magnificent Mansion + +*7th-level conjuration* + +**Casting Time:** 1 minute + +**Range:** 300 feet + +**Components:** V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp) + +**Duration:** 24 hours + +You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. + +Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. + +You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance. \ No newline at end of file diff --git a/Documents/Spells/Major Image.md b/Documents/Spells/Major Image.md new file mode 100644 index 0000000..7712068 --- /dev/null +++ b/Documents/Spells/Major Image.md @@ -0,0 +1,19 @@ +### Major Image + +*3rd-level illusion* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S, M (a bit of fleece) + +**Duration:** Concentration, up to 10 minutes + +You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). + +As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. + +Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. + +***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. \ No newline at end of file diff --git a/Documents/Spells/Mass Cure Wounds.md b/Documents/Spells/Mass Cure Wounds.md new file mode 100644 index 0000000..12d8e4b --- /dev/null +++ b/Documents/Spells/Mass Cure Wounds.md @@ -0,0 +1,15 @@ +### Mass Cure Wounds + +*5th-level evocation* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Instantaneous + +A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. + +***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th. \ No newline at end of file diff --git a/Documents/Spells/Mass Heal.md b/Documents/Spells/Mass Heal.md new file mode 100644 index 0000000..805b554 --- /dev/null +++ b/Documents/Spells/Mass Heal.md @@ -0,0 +1,13 @@ +### Mass Heal + +*9th-level evocation* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Instantaneous + +A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs. \ No newline at end of file diff --git a/Documents/Spells/Mass Healing Word.md b/Documents/Spells/Mass Healing Word.md new file mode 100644 index 0000000..e4da605 --- /dev/null +++ b/Documents/Spells/Mass Healing Word.md @@ -0,0 +1,15 @@ +### Mass Healing Word + +*3rd-level evocation* + +**Casting Time:** 1 bonus action + +**Range:** 60 feet + +**Components:** V + +**Duration:** Instantaneous + +As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. + +***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd. \ No newline at end of file diff --git a/Documents/Spells/Mass Suggestion.md b/Documents/Spells/Mass Suggestion.md new file mode 100644 index 0000000..120dcee --- /dev/null +++ b/Documents/Spells/Mass Suggestion.md @@ -0,0 +1,21 @@ +### Mass Suggestion + +*6th-level enchantment* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) + +**Duration:** 24 hours + +You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. + +Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. + +You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed. + +If you or any of your companions damage a creature affected by this spell, the spell ends for that creature. + +***At Higher Levels***. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day. \ No newline at end of file diff --git a/Documents/Spells/Maze.md b/Documents/Spells/Maze.md new file mode 100644 index 0000000..192e4d0 --- /dev/null +++ b/Documents/Spells/Maze.md @@ -0,0 +1,17 @@ +### Maze + +*8th-level conjuration* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Concentration, up to 10 minutes + +You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. + +The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds). + +When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space. \ No newline at end of file diff --git a/Documents/Spells/Meld into Stone.md b/Documents/Spells/Meld into Stone.md new file mode 100644 index 0000000..de14a0f --- /dev/null +++ b/Documents/Spells/Meld into Stone.md @@ -0,0 +1,17 @@ +### Meld into Stone + +*3rd-level transmutation (ritual)* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** 8 hours + +You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. + +While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move. + +Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered. \ No newline at end of file diff --git a/Documents/Spells/Mending.md b/Documents/Spells/Mending.md new file mode 100644 index 0000000..310b633 --- /dev/null +++ b/Documents/Spells/Mending.md @@ -0,0 +1,15 @@ +### Mending + +*Transmutation cantrip* + +**Casting Time:** 1 minute + +**Range:** Touch + +**Components:** V, S, M (two lodestones) + +**Duration:** Instantaneous + +This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. + +This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. \ No newline at end of file diff --git a/Documents/Spells/Message.md b/Documents/Spells/Message.md new file mode 100644 index 0000000..31f8974 --- /dev/null +++ b/Documents/Spells/Message.md @@ -0,0 +1,15 @@ +### Message + +*Transmutation cantrip* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S, M (a short piece of copper wire) + +**Duration:** 1 round + +You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. + +You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. \ No newline at end of file diff --git a/Documents/Spells/Meteor Swarm.md b/Documents/Spells/Meteor Swarm.md new file mode 100644 index 0000000..93a5779 --- /dev/null +++ b/Documents/Spells/Meteor Swarm.md @@ -0,0 +1,15 @@ +### Meteor Swarm + +*9th-level evocation* + +**Casting Time:** 1 action + +**Range:** 1 mile + +**Components:** V, S + +**Duration:** Instantaneous + +Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. + +The spell damages objects in the area and ignites flammable objects that aren't being worn or carried. \ No newline at end of file diff --git a/Documents/Spells/Mind Blank.md b/Documents/Spells/Mind Blank.md new file mode 100644 index 0000000..7d7890d --- /dev/null +++ b/Documents/Spells/Mind Blank.md @@ -0,0 +1,13 @@ +### Mind Blank + +*8th-level abjuration* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** 24 hours + +Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils *wish* spells and spells or effects of similar power used to affect the target's mind or to gain information about the target. \ No newline at end of file diff --git a/Documents/Spells/Minor Illusion.md b/Documents/Spells/Minor Illusion.md new file mode 100644 index 0000000..0b22b5a --- /dev/null +++ b/Documents/Spells/Minor Illusion.md @@ -0,0 +1,19 @@ +### Minor Illusion + +*Illusion cantrip* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** S, M (a bit of fleece) + +**Duration:** 1 minute + +You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. + +If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. + +If you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. + +If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. \ No newline at end of file diff --git a/Documents/Spells/Mirage Arcane.md b/Documents/Spells/Mirage Arcane.md new file mode 100644 index 0000000..355a46c --- /dev/null +++ b/Documents/Spells/Mirage Arcane.md @@ -0,0 +1,19 @@ +### Mirage Arcane + +*7th-level illusion* + +**Casting Time:** 10 minutes + +**Range:** Sight + +**Components:** V, S + +**Duration:** 10 days + +You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. + +Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures. + +The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. + +Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion. \ No newline at end of file diff --git a/Documents/Spells/Mirror Image.md b/Documents/Spells/Mirror Image.md new file mode 100644 index 0000000..b1e9d55 --- /dev/null +++ b/Documents/Spells/Mirror Image.md @@ -0,0 +1,21 @@ +### Mirror Image + +*2nd-level illusion* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** 1 minute + +Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. + +Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. + +If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. + +A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. + +A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. \ No newline at end of file diff --git a/Documents/Spells/Mislead.md b/Documents/Spells/Mislead.md new file mode 100644 index 0000000..5c2ddcc --- /dev/null +++ b/Documents/Spells/Mislead.md @@ -0,0 +1,17 @@ +### Mislead + +*5th-level illusion* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** S + +**Duration:** Concentration, up to 1 hour + +You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. + +You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. + +You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. \ No newline at end of file diff --git a/Documents/Spells/Misty Step.md b/Documents/Spells/Misty Step.md new file mode 100644 index 0000000..9576fb9 --- /dev/null +++ b/Documents/Spells/Misty Step.md @@ -0,0 +1,13 @@ +### Misty Step + +*2nd-level conjuration* + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V + +**Duration:** Instantaneous + +Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. \ No newline at end of file diff --git a/Documents/Spells/Modify Memory.md b/Documents/Spells/Modify Memory.md new file mode 100644 index 0000000..2c36cb7 --- /dev/null +++ b/Documents/Spells/Modify Memory.md @@ -0,0 +1,23 @@ +### Modify Memory + +*5th-level enchantment* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified. + +While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. + +You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends. + +A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner. + +A *remove curse* or *greater restoration* spell cast on the target restores the creature's true memory. + +***At Higher Levels***. If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level). \ No newline at end of file diff --git a/Documents/Spells/Moonbeam.md b/Documents/Spells/Moonbeam.md new file mode 100644 index 0000000..1b93b68 --- /dev/null +++ b/Documents/Spells/Moonbeam.md @@ -0,0 +1,21 @@ +### Moonbeam + +*2nd-level evocation* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) + +**Duration:** Concentration, up to 1 minute + +A silvery beam of pale light shines down in a 5-foot radius, 40-foot high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. + +When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. + +A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light. + +On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction. + +***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. \ No newline at end of file diff --git a/Documents/Spells/Move Earth.md b/Documents/Spells/Move Earth.md new file mode 100644 index 0000000..dbd4c7a --- /dev/null +++ b/Documents/Spells/Move Earth.md @@ -0,0 +1,21 @@ +### Move Earth + +*6th-level transmutation* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S, M (an iron blade and a small bag containing a mixture of soils-clay, loam, and sand) + +**Duration:** Concentration, up to 2 hours + +Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. + +At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect. + +Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement. + +This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. + +Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it. \ No newline at end of file diff --git a/Documents/Spells/Spells N.md b/Documents/Spells/Nondetection.md similarity index 93% rename from Documents/Spells/Spells N.md rename to Documents/Spells/Nondetection.md index fca5131..82d78e5 100644 --- a/Documents/Spells/Spells N.md +++ b/Documents/Spells/Nondetection.md @@ -1,6 +1,4 @@ -# Spells (N) - -#### Nondetection +### Nondetection *3rd-level abjuration* diff --git a/Documents/Spells/Pass without Trace.md b/Documents/Spells/Pass without Trace.md new file mode 100644 index 0000000..ecd6a67 --- /dev/null +++ b/Documents/Spells/Pass without Trace.md @@ -0,0 +1,13 @@ +### Pass without Trace + +*2nd-level abjuration* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) + +**Duration:** Concentration, up to 1 hour + +A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. \ No newline at end of file diff --git a/Documents/Spells/Passwall.md b/Documents/Spells/Passwall.md new file mode 100644 index 0000000..db60f29 --- /dev/null +++ b/Documents/Spells/Passwall.md @@ -0,0 +1,15 @@ +### Passwall + +*5th-level transmutation* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (a pinch of sesame seeds) + +**Duration:** 1 hour + +A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. + +When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell. \ No newline at end of file diff --git a/Documents/Spells/Phantasmal Killer.md b/Documents/Spells/Phantasmal Killer.md new file mode 100644 index 0000000..aa3259c --- /dev/null +++ b/Documents/Spells/Phantasmal Killer.md @@ -0,0 +1,15 @@ +### Phantasmal Killer + +*4th-level illusion* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends. + +***At Higher Levels***. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. \ No newline at end of file diff --git a/Documents/Spells/Phantom Steed.md b/Documents/Spells/Phantom Steed.md new file mode 100644 index 0000000..e2fc8e3 --- /dev/null +++ b/Documents/Spells/Phantom Steed.md @@ -0,0 +1,15 @@ +### Phantom Steed + +*3rd-level illusion (ritual)* + +**Casting Time:** 1 minute + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** 1 hour + +A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. + +For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage. \ No newline at end of file diff --git a/Documents/Spells/Planar Ally.md b/Documents/Spells/Planar Ally.md new file mode 100644 index 0000000..546971e --- /dev/null +++ b/Documents/Spells/Planar Ally.md @@ -0,0 +1,23 @@ +### Planar Ally + +*6th-level conjuration* + +**Casting Time:** 10 minutes + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Instantaneous + +You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (GM's choice). + +When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. + +Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. + +As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. + +After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane. + +A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded. \ No newline at end of file diff --git a/Documents/Spells/Planar Binding.md b/Documents/Spells/Planar Binding.md new file mode 100644 index 0000000..cece411 --- /dev/null +++ b/Documents/Spells/Planar Binding.md @@ -0,0 +1,17 @@ +### Planar Binding + +*5th-level abjuration* + +**Casting Time:** 1 hour + +**Range:** 60 feet + +**Components:** V, S, M (a jewel worth at least 1,000 gp, which the spell consumes) + +**Duration:** 24 hours + +With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted *magic circle* in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell. + +A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends. + +***At Higher Levels***. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot. \ No newline at end of file diff --git a/Documents/Spells/Plane Shift.md b/Documents/Spells/Plane Shift.md new file mode 100644 index 0000000..27188cc --- /dev/null +++ b/Documents/Spells/Plane Shift.md @@ -0,0 +1,17 @@ +### Plane Shift + +*7th-level conjuration* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence) + +**Duration:** Instantaneous + +You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM's discretion. + +Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. + +You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence. \ No newline at end of file diff --git a/Documents/Spells/Plant Growth.md b/Documents/Spells/Plant Growth.md new file mode 100644 index 0000000..3570dc0 --- /dev/null +++ b/Documents/Spells/Plant Growth.md @@ -0,0 +1,19 @@ +### Plant Growth + +*3rd-level transmutation* + +**Casting Time:** 1 action or 8 hours + +**Range:** 150 feet + +**Components:** V, S + +**Duration:** Instantaneous + +This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. + +If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. + +You can exclude one or more areas of any size within the spell's area from being affected. + +If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. \ No newline at end of file diff --git a/Documents/Spells/Poison Spray.md b/Documents/Spells/Poison Spray.md new file mode 100644 index 0000000..32d9289 --- /dev/null +++ b/Documents/Spells/Poison Spray.md @@ -0,0 +1,15 @@ +### Poison Spray + +*Conjuration cantrip* + +**Casting Time:** 1 action + +**Range:** 10 feet + +**Components:** V, S + +**Duration:** Instantaneous + +You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. + +This spell's damage increases by 1d12 when you  reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). \ No newline at end of file diff --git a/Documents/Spells/Polymorph.md b/Documents/Spells/Polymorph.md new file mode 100644 index 0000000..7031471 --- /dev/null +++ b/Documents/Spells/Polymorph.md @@ -0,0 +1,21 @@ +### Polymorph + +*4th-level transmutation* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (a caterpillar cocoon) + +**Duration:** Concentration, up to 1 hour + +This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. + +The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. + +The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. + +The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. + +The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. \ No newline at end of file diff --git a/Documents/Spells/Power Word Kill.md b/Documents/Spells/Power Word Kill.md new file mode 100644 index 0000000..ed113b1 --- /dev/null +++ b/Documents/Spells/Power Word Kill.md @@ -0,0 +1,13 @@ +### Power Word Kill + +*9th-level enchantment* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V + +**Duration:** Instantaneous + +You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect. \ No newline at end of file diff --git a/Documents/Spells/Power Word Stun.md b/Documents/Spells/Power Word Stun.md new file mode 100644 index 0000000..be5547e --- /dev/null +++ b/Documents/Spells/Power Word Stun.md @@ -0,0 +1,15 @@ +### Power Word Stun + +*8th-level enchantment* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V + +**Duration:** Instantaneous + +You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. + +The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends. \ No newline at end of file diff --git a/Documents/Spells/Prayer of Healing.md b/Documents/Spells/Prayer of Healing.md new file mode 100644 index 0000000..6779006 --- /dev/null +++ b/Documents/Spells/Prayer of Healing.md @@ -0,0 +1,15 @@ +### Prayer of Healing + +*2nd-level evocation* + +**Casting Time:** 10 minutes + +**Range:** 30 feet + +**Components:** V + +**Duration:** Instantaneous + +Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. + +***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd. \ No newline at end of file diff --git a/Documents/Spells/Prestidigitation.md b/Documents/Spells/Prestidigitation.md new file mode 100644 index 0000000..8584e48 --- /dev/null +++ b/Documents/Spells/Prestidigitation.md @@ -0,0 +1,22 @@ +### Prestidigitation + +*Transmutation cantrip* + +**Casting Time:** 1 action + +**Range:** 10 feet + +**Components:** V, S + +**Duration:** Up to 1 hour + +This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within Range: + +- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. +- You instantaneously light or snuff out a candle, a torch, or a small campfire. +- You instantaneously clean or soil an object no larger than 1 cubic foot. +- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. +- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. +- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. + +If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. \ No newline at end of file diff --git a/Documents/Spells/Prismatic Spray.md b/Documents/Spells/Prismatic Spray.md new file mode 100644 index 0000000..bc3a25a --- /dev/null +++ b/Documents/Spells/Prismatic Spray.md @@ -0,0 +1,22 @@ +### Prismatic Spray + +*7th-level evocation* + +**Casting Time:** 1 action + +**Range:** Self (60-foot cone) + +**Components:** V, S + +**Duration:** Instantaneous + +Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. + +- ***Red***. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. +- ***Orange***. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. +- ***Yellow***. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. +- ***Green***. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. +- ***Blue***. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. +- ***Indigo***. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. +- ***Violet***. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) +- ***Special***. The target is struck by two rays. Roll twice more, rerolling any 8. \ No newline at end of file diff --git a/Documents/Spells/Prismatic Wall.md b/Documents/Spells/Prismatic Wall.md new file mode 100644 index 0000000..fe84159 --- /dev/null +++ b/Documents/Spells/Prismatic Wall.md @@ -0,0 +1,29 @@ +### Prismatic Wall + +*9th-level abjuration* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** 10 minutes + +The spell no longer refers to a rod of cancellation, and the text clarifies that dispel magic works only against the violet layer. + +A shimmering, multicolored plane of light forms a vertical opaque wall-up to 90 feet long, 30 feet high, and 1 inch thick-centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted. + +The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute. + +The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below. + +The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An *antimagic field* has no effect on it. + +- ***Red***. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. +- ***Orange***. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind. +- ***Yellow***. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it. +- ***Green***. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A *passwall* spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. +- ***Blue***. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it. +- ***Indigo***. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a *daylight* spell or a similar spell of equal or higher level. +- ***Violet***. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a *dispel magic* spell or a similar spell of equal or higher level that can end spells and magical effects. \ No newline at end of file diff --git a/Documents/Spells/Private Sanctum.md b/Documents/Spells/Private Sanctum.md new file mode 100644 index 0000000..11b0944 --- /dev/null +++ b/Documents/Spells/Private Sanctum.md @@ -0,0 +1,24 @@ +### Private Sanctum + +*4th-level abjuration* + +**Casting Time:** 10 minutes + +**Range:** 120 feet + +**Components:** V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite) + +**Duration:** 24 hours + +You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. + +When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: + +- Sound can't pass through the barrier at the edge of the warded area. +- The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. +- Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter. +- Creatures in the area can't be targeted by divination spells. +- Nothing can teleport into or out of the warded area. +- Planar travel is blocked within the warded area. Casting this spell on the same spot every day for a year makes this effect permanent. + +***At Higher Levels***. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level. \ No newline at end of file diff --git a/Documents/Spells/Produce Flame.md b/Documents/Spells/Produce Flame.md new file mode 100644 index 0000000..d182fda --- /dev/null +++ b/Documents/Spells/Produce Flame.md @@ -0,0 +1,17 @@ +### Produce Flame + +*Conjuration cantrip* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** 10 minutes + +A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. + +You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. + +This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). \ No newline at end of file diff --git a/Documents/Spells/Programmed Illusion.md b/Documents/Spells/Programmed Illusion.md new file mode 100644 index 0000000..6312762 --- /dev/null +++ b/Documents/Spells/Programmed Illusion.md @@ -0,0 +1,19 @@ +### Programmed Illusion + +*6th-level illusion* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S, M (a bit of fleece and jade dust worth at least 25 gp) + +**Duration:** Until dispelled + +You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. + +When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. + +The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. + +Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. \ No newline at end of file diff --git a/Documents/Spells/Project Image.md b/Documents/Spells/Project Image.md new file mode 100644 index 0000000..66da4ba --- /dev/null +++ b/Documents/Spells/Project Image.md @@ -0,0 +1,21 @@ +### Project Image + +*7th-level illusion* + +**Casting Time:** 1 action + +**Range:** 500 miles + +**Components:** V, S, M (a small replica of you made from materials worth at least 5 gp) + +**Duration:** Concentration, up to 1 day + +You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. + +You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. + +You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. + +Physical interaction with the image reveals it to be an illusion, because things can pass through it. A + +creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. \ No newline at end of file diff --git a/Documents/Spells/Protection from Energy.md b/Documents/Spells/Protection from Energy.md new file mode 100644 index 0000000..5264ce4 --- /dev/null +++ b/Documents/Spells/Protection from Energy.md @@ -0,0 +1,13 @@ +### Protection from Energy + +*3rd-level abjuration* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** Concentration, up to 1 hour + +For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. \ No newline at end of file diff --git a/Documents/Spells/Protection from Evil and Good.md b/Documents/Spells/Protection from Evil and Good.md new file mode 100644 index 0000000..33406d0 --- /dev/null +++ b/Documents/Spells/Protection from Evil and Good.md @@ -0,0 +1,15 @@ +### Protection from Evil and Good + +*1st-level abjuration* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (holy water or powdered silver and iron, which the spell consumes) + +**Duration:** Concentration up to 10 minutes + +Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. + +The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. \ No newline at end of file diff --git a/Documents/Spells/Protection from Poison.md b/Documents/Spells/Protection from Poison.md new file mode 100644 index 0000000..01540d7 --- /dev/null +++ b/Documents/Spells/Protection from Poison.md @@ -0,0 +1,15 @@ +### Protection from Poison + +*2nd-level abjuration* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** 1 hour + +You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. + +For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage. \ No newline at end of file diff --git a/Documents/Spells/Purify Food and Drink.md b/Documents/Spells/Purify Food and Drink.md new file mode 100644 index 0000000..185ee38 --- /dev/null +++ b/Documents/Spells/Purify Food and Drink.md @@ -0,0 +1,13 @@ +### Purify Food and Drink + +*1st-level transmutation (ritual)* + +**Casting Time:** 1 action + +**Range:** 10 feet + +**Components:** V, S + +**Duration:** Instantaneous + +All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. \ No newline at end of file diff --git a/Documents/Spells/Raise Dead.md b/Documents/Spells/Raise Dead.md new file mode 100644 index 0000000..5dd5a67 --- /dev/null +++ b/Documents/Spells/Raise Dead.md @@ -0,0 +1,19 @@ +### Raise Dead + +*5th-level necromancy* + +**Casting Time:** 1 hour + +**Range:** Touch + +**Components:** V, S, M (a diamond worth at least 500 gp, which the spell consumes) + +**Duration:** Instantaneous + +You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. + +This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life. + +This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival-its head, for instance-the spell automatically fails. + +Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. \ No newline at end of file diff --git a/Documents/Spells/Ray of Enfeeblement.md b/Documents/Spells/Ray of Enfeeblement.md new file mode 100644 index 0000000..b24504c --- /dev/null +++ b/Documents/Spells/Ray of Enfeeblement.md @@ -0,0 +1,15 @@ +### Ray of Enfeeblement + +*2nd-level necromancy* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. + +At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends. \ No newline at end of file diff --git a/Documents/Spells/Ray of Frost.md b/Documents/Spells/Ray of Frost.md new file mode 100644 index 0000000..48e5ffb --- /dev/null +++ b/Documents/Spells/Ray of Frost.md @@ -0,0 +1,15 @@ +### Ray of Frost + +*Evocation cantrip* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Instantaneous + +A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. + +The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). \ No newline at end of file diff --git a/Documents/Spells/Regenerate.md b/Documents/Spells/Regenerate.md new file mode 100644 index 0000000..c94a503 --- /dev/null +++ b/Documents/Spells/Regenerate.md @@ -0,0 +1,15 @@ +### Regenerate + +*7th-level transmutation* + +**Casting Time:** 1 minute + +**Range:** Touch + +**Components:** V, S, M (a prayer wheel and holy water) + +**Duration:** 1 hour + +You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). + +The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. \ No newline at end of file diff --git a/Documents/Spells/Reincarnate.md b/Documents/Spells/Reincarnate.md new file mode 100644 index 0000000..81dfd0d --- /dev/null +++ b/Documents/Spells/Reincarnate.md @@ -0,0 +1,39 @@ +### Reincarnate + +*5th-level transmutation* + +**Casting Time:** 1 hour + +**Range:** Touch + +**Components:** V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes) + +**Duration:** Instantaneous + +You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. + +If the target's soul isn't free or willing to do so, the spell fails. + +The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The GM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form. + +**Table- Reincarnate Race** + +| d100 | Race | +|-------|---------------------| +| 01-04 | Dragonborn | +| 05-13 | Dwarf, hill | +| 14-21 | Dwarf, mountain | +| 22-25 | Elf, dark | +| 26-34 | Elf, high | +| 35-42 | Elf, wood | +| 43-46 | Gnome, forest | +| 47-52 | Gnome, rock | +| 53-56 | Half-elf | +| 57-60 | Half-orc | +| 61-68 | Halfling, lightfoot | +| 69-76 | Halfling, stout | +| 77-96 | Human | +| 97-00 | Tiefling | +| | | + +The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly. \ No newline at end of file diff --git a/Documents/Spells/Remove Curse.md b/Documents/Spells/Remove Curse.md new file mode 100644 index 0000000..53a8322 --- /dev/null +++ b/Documents/Spells/Remove Curse.md @@ -0,0 +1,13 @@ +### Remove Curse + +*3rd-level abjuration* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** Instantaneous + +At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded. \ No newline at end of file diff --git a/Documents/Spells/Resilient Sphere.md b/Documents/Spells/Resilient Sphere.md new file mode 100644 index 0000000..8053807 --- /dev/null +++ b/Documents/Spells/Resilient Sphere.md @@ -0,0 +1,19 @@ +### Resilient Sphere + +*4th-level evocation* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic) + +**Duration:** Concentration, up to 1 minute + +A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. + +Nothing-not physical objects, energy, or other spell effects-can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. + +The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures. + +A *disintegrate* spell targeting the globe destroys it without harming anything inside it. \ No newline at end of file diff --git a/Documents/Spells/Resistance.md b/Documents/Spells/Resistance.md new file mode 100644 index 0000000..f365bec --- /dev/null +++ b/Documents/Spells/Resistance.md @@ -0,0 +1,13 @@ +### Resistance + +*Abjuration cantrip* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (a miniature cloak) + +**Duration:** Concentration, up to 1 minute + +You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends. \ No newline at end of file diff --git a/Documents/Spells/Resurrection.md b/Documents/Spells/Resurrection.md new file mode 100644 index 0000000..d520bc5 --- /dev/null +++ b/Documents/Spells/Resurrection.md @@ -0,0 +1,21 @@ +### Resurrection + +*7th-level necromancy* + +**Casting Time:** 1 hour + +**Range:** Touch + +**Components:** V, S, M (a diamond worth at least 1,000 gp, which the spell consumes) + +**Duration:** Instantaneous + +You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points. + +This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life. + +This spell closes all mortal wounds and restores any missing body parts. + +Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. + +Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws. \ No newline at end of file diff --git a/Documents/Spells/Reverse Gravity.md b/Documents/Spells/Reverse Gravity.md new file mode 100644 index 0000000..5a4eeba --- /dev/null +++ b/Documents/Spells/Reverse Gravity.md @@ -0,0 +1,17 @@ +### Reverse Gravity + +*7th-level transmutation* + +**Casting Time:** 1 action + +**Range:** 100 feet + +**Components:** V, S, M (a lodestone and iron filings) + +**Duration:** Concentration, up to 1 minute + +This spell reverses gravity in a 50-foot radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. + +If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. + +At the end of the duration, affected objects and creatures fall back down. \ No newline at end of file diff --git a/Documents/Spells/Revivify.md b/Documents/Spells/Revivify.md new file mode 100644 index 0000000..e8d1685 --- /dev/null +++ b/Documents/Spells/Revivify.md @@ -0,0 +1,13 @@ +### Revivify + +*3rd-level necromancy* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (diamonds worth 300 gp, which the spell consumes) + +**Duration:** Instantaneous + +You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts. \ No newline at end of file diff --git a/Documents/Spells/Rope Trick.md b/Documents/Spells/Rope Trick.md new file mode 100644 index 0000000..b62e81e --- /dev/null +++ b/Documents/Spells/Rope Trick.md @@ -0,0 +1,19 @@ +### Rope Trick + +*2nd-level transmutation* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (powdered corn extract and a twisted loop of parchment) + +**Duration:** 1 hour + +You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. + +The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. + +Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope. + +Anything inside the extradimensional space drops out when the spell ends. \ No newline at end of file diff --git a/Documents/Spells/Sacred Flame.md b/Documents/Spells/Sacred Flame.md new file mode 100644 index 0000000..7447667 --- /dev/null +++ b/Documents/Spells/Sacred Flame.md @@ -0,0 +1,15 @@ +### Sacred Flame + +*Evocation cantrip* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Instantaneous + +Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. + +The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). \ No newline at end of file diff --git a/Documents/Spells/Sanctuary.md b/Documents/Spells/Sanctuary.md new file mode 100644 index 0000000..30e1755 --- /dev/null +++ b/Documents/Spells/Sanctuary.md @@ -0,0 +1,15 @@ +### Sanctuary + +*1st-level abjuration* + +**Casting Time:** 1 bonus action + +**Range:** 30 feet + +**Components:** V, S, M (a small silver mirror) + +**Duration:** 1 minute + +You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. + +If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends. \ No newline at end of file diff --git a/Documents/Spells/Scorching Ray.md b/Documents/Spells/Scorching Ray.md new file mode 100644 index 0000000..de8863d --- /dev/null +++ b/Documents/Spells/Scorching Ray.md @@ -0,0 +1,17 @@ +### Scorching Ray + +*2nd-level evocation* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S + +**Duration:** Instantaneous + +You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. + +Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. + +***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. \ No newline at end of file diff --git a/Documents/Spells/Scrying.md b/Documents/Spells/Scrying.md new file mode 100644 index 0000000..21bab06 --- /dev/null +++ b/Documents/Spells/Scrying.md @@ -0,0 +1,32 @@ +### Scrying + +*5th-level divination* + +**Casting Time:** 10 minutes + +**Range:** Self + +**Components:** V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water) + +**Duration:** Concentration, up to 10 minutes + +You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. + +**Table- Scrying Save Modifier** + +| Knowledge | Save Modifier | +|---------------------------------------------------|---------------| +| Secondhand (you have heard of the target) | +5 | +| Firsthand (you have met the target) | +0 | +| Familiar (you know the target well) | -5 | +| Connection | Save Modifier | +| Likeness or picture | -2 | +| Possession or garment | -4 | +| Body part, lock of hair, bit of nail, or the like | -10 | +| | | + +On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. + +On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. + +Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move. \ No newline at end of file diff --git a/Documents/Spells/Secret Chest.md b/Documents/Spells/Secret Chest.md new file mode 100644 index 0000000..159198d --- /dev/null +++ b/Documents/Spells/Secret Chest.md @@ -0,0 +1,17 @@ +### Secret Chest + +*4th-level conjuration* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp) + +**Duration:** Instantaneous + +You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). + +While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. + +After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost. \ No newline at end of file diff --git a/Documents/Spells/See Invisibility.md b/Documents/Spells/See Invisibility.md new file mode 100644 index 0000000..c2369cb --- /dev/null +++ b/Documents/Spells/See Invisibility.md @@ -0,0 +1,13 @@ +### See Invisibility + +*2nd-level divination* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S, M (a pinch of talc and a small sprinkling of powdered silver) + +**Duration:** 1 hour + +For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. \ No newline at end of file diff --git a/Documents/Spells/Seeming.md b/Documents/Spells/Seeming.md new file mode 100644 index 0000000..88d3a59 --- /dev/null +++ b/Documents/Spells/Seeming.md @@ -0,0 +1,19 @@ +### Seeming + +*5th-level illusion* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** 8 hours + +This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. + +The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner. + +The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. + +A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised. \ No newline at end of file diff --git a/Documents/Spells/Sending.md b/Documents/Spells/Sending.md new file mode 100644 index 0000000..297b7aa --- /dev/null +++ b/Documents/Spells/Sending.md @@ -0,0 +1,15 @@ +### Sending + +*3rd-level evocation* + +**Casting Time:** 1 action + +**Range:** Unlimited + +**Components:** V, S, M (a short piece of fine copper wire) + +**Duration:** 1 round + +You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. + +You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. \ No newline at end of file diff --git a/Documents/Spells/Sequester.md b/Documents/Spells/Sequester.md new file mode 100644 index 0000000..e3be5e7 --- /dev/null +++ b/Documents/Spells/Sequester.md @@ -0,0 +1,17 @@ +### Sequester + +*7th-level transmutation* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes) + +**Duration:** Until dispelled + +By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells. + +If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older. + +You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage. \ No newline at end of file diff --git a/Documents/Spells/Shapechange.md b/Documents/Spells/Shapechange.md new file mode 100644 index 0000000..d5c77d2 --- /dev/null +++ b/Documents/Spells/Shapechange.md @@ -0,0 +1,23 @@ +### Shapechange + +*9th-level transmutation* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell) + +**Duration:** Concentration, up to 1 hour + +You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. + +Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form. + +You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. + +You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. + +When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. + +During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value. \ No newline at end of file diff --git a/Documents/Spells/Shatter.md b/Documents/Spells/Shatter.md new file mode 100644 index 0000000..0c772c4 --- /dev/null +++ b/Documents/Spells/Shatter.md @@ -0,0 +1,17 @@ +### Shatter + +*2nd-level evocation* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (a chip of mica) + +**Duration:** Instantaneous + +A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. + +A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. + +***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. \ No newline at end of file diff --git a/Documents/Spells/Shield of Faith.md b/Documents/Spells/Shield of Faith.md new file mode 100644 index 0000000..bb63586 --- /dev/null +++ b/Documents/Spells/Shield of Faith.md @@ -0,0 +1,13 @@ +### Shield of Faith + +*1st-level abjuration* + +**Casting Time:** 1 bonus action + +**Range:** 60 feet + +**Components:** V, S, M (a small parchment with a bit of holy text written on it) + +**Duration:** Concentration, up to 10 minutes + +A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. \ No newline at end of file diff --git a/Documents/Spells/Shield.md b/Documents/Spells/Shield.md new file mode 100644 index 0000000..460f696 --- /dev/null +++ b/Documents/Spells/Shield.md @@ -0,0 +1,13 @@ +### Shield + +*1st-level abjuration* + +**Casting Time:** 1 reaction, which you take when you are hit by an attack or targeted by the *magic missile* spell + +**Range:** Self + +**Components:** V, S + +**Duration:** 1 round + +An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from *magic missile*. \ No newline at end of file diff --git a/Documents/Spells/Shillelagh.md b/Documents/Spells/Shillelagh.md new file mode 100644 index 0000000..22c0f32 --- /dev/null +++ b/Documents/Spells/Shillelagh.md @@ -0,0 +1,13 @@ +### Shillelagh + +*Transmutation cantrip* + +**Casting Time:** 1 bonus action + +**Range:** Touch + +**Components:** V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) + +**Duration:** 1 minute + +The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon. \ No newline at end of file diff --git a/Documents/Spells/Shocking Grasp.md b/Documents/Spells/Shocking Grasp.md new file mode 100644 index 0000000..a87a531 --- /dev/null +++ b/Documents/Spells/Shocking Grasp.md @@ -0,0 +1,15 @@ +### Shocking Grasp + +*Evocation cantrip* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** Instantaneous + +Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. + +The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). \ No newline at end of file diff --git a/Documents/Spells/Silence.md b/Documents/Spells/Silence.md new file mode 100644 index 0000000..bd500f0 --- /dev/null +++ b/Documents/Spells/Silence.md @@ -0,0 +1,13 @@ +### Silence + +*2nd-level illusion (ritual)* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S + +**Duration:** Concentration, up to 10 minutes + +For the duration, no sound can be created within or pass through a 20-foot radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. \ No newline at end of file diff --git a/Documents/Spells/Silent Image.md b/Documents/Spells/Silent Image.md new file mode 100644 index 0000000..a8c6b9d --- /dev/null +++ b/Documents/Spells/Silent Image.md @@ -0,0 +1,17 @@ +### Silent Image + +*1st-level illusion* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (a bit of fleece) + +**Duration:** Concentration, up to 10 minutes + +You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. + +You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. + +Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. \ No newline at end of file diff --git a/Documents/Spells/Simulacrum.md b/Documents/Spells/Simulacrum.md new file mode 100644 index 0000000..8cc3499 --- /dev/null +++ b/Documents/Spells/Simulacrum.md @@ -0,0 +1,19 @@ +### Simulacrum + +*7th-level illusion* + +**Casting Time:** 12 hours + +**Range:** Touch + +**Components:** V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell) + +**Duration:** Until dispelled + +You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct. + +The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. + +If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. + +If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed. \ No newline at end of file diff --git a/Documents/Spells/Sleep.md b/Documents/Spells/Sleep.md new file mode 100644 index 0000000..9afe214 --- /dev/null +++ b/Documents/Spells/Sleep.md @@ -0,0 +1,19 @@ +### Sleep + +*1st-level enchantment* + +**Casting Time:** 1 action + +**Range:** 90 feet + +**Components:** V, S, M (a pinch of fine sand, rose petals, or a cricket) + +**Duration:** 1 minute + +This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). + +Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. + +Undead and creatures immune to being charmed aren't affected by this spell. + +***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. \ No newline at end of file diff --git a/Documents/Spells/Sleet Storm.md b/Documents/Spells/Sleet Storm.md new file mode 100644 index 0000000..412dbb9 --- /dev/null +++ b/Documents/Spells/Sleet Storm.md @@ -0,0 +1,17 @@ +### Sleet Storm + +*3rd-level conjuration* + +**Casting Time:** 1 action + +**Range:** 150 feet + +**Components:** V, S, M (a pinch of dust and a few drops of water) + +**Duration:** Concentration, up to 1 minute + +Until the spell ends, freezing rain and sleet fall in a 20-foot tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. + +The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. + +If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. \ No newline at end of file diff --git a/Documents/Spells/Slow.md b/Documents/Spells/Slow.md new file mode 100644 index 0000000..d8abc87 --- /dev/null +++ b/Documents/Spells/Slow.md @@ -0,0 +1,19 @@ +### Slow + +*3rd-level transmutation* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S, M (a drop of molasses) + +**Duration:** Concentration, up to 1 minute + +You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. + +An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. + +If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. + +A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it. \ No newline at end of file diff --git a/Documents/Spells/Spare the Dying.md b/Documents/Spells/Spare the Dying.md new file mode 100644 index 0000000..16fe76c --- /dev/null +++ b/Documents/Spells/Spare the Dying.md @@ -0,0 +1,13 @@ +### Spare the Dying + +*Necromancy cantrip* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** Instantaneous + +You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. \ No newline at end of file diff --git a/Documents/Spells/Speak with Animals.md b/Documents/Spells/Speak with Animals.md new file mode 100644 index 0000000..ed4fb77 --- /dev/null +++ b/Documents/Spells/Speak with Animals.md @@ -0,0 +1,13 @@ +### Speak with Animals + +*1st-level divination (ritual)* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** 10 minutes + +You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion. \ No newline at end of file diff --git a/Documents/Spells/Speak with Dead.md b/Documents/Spells/Speak with Dead.md new file mode 100644 index 0000000..5920565 --- /dev/null +++ b/Documents/Spells/Speak with Dead.md @@ -0,0 +1,15 @@ +### Speak with Dead + +*3rd-level necromancy* + +**Casting Time:** 1 action + +**Range:** 10 feet + +**Components:** V, S, M (burning incense) + +**Duration:** 10 minutes + +You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days. + +Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events. \ No newline at end of file diff --git a/Documents/Spells/Speak with Plants.md b/Documents/Spells/Speak with Plants.md new file mode 100644 index 0000000..94e239f --- /dev/null +++ b/Documents/Spells/Speak with Plants.md @@ -0,0 +1,21 @@ +### Speak with Plants + +*3rd-level transmutation* + +**Casting Time:** 1 action + +**Range:** Self (30-foot radius) + +**Components:** V, S + +**Duration:** 10 minutes + +You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. + +You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. + +Plants might be able to perform other tasks on your behalf, at the GM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. + +If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. + +This spell can cause the plants created by the *entangle* spell to release a restrained creature. \ No newline at end of file diff --git a/Documents/Spells/Spells A.md b/Documents/Spells/Spells A.md deleted file mode 100644 index 5f21bfa..0000000 --- a/Documents/Spells/Spells A.md +++ /dev/null @@ -1,431 +0,0 @@ -# Spells (A) - -#### Acid Arrow - -*2nd-level evocation* - -**Casting Time:** 1 action - -**Range:** 90 feet - -**Components:** V, S, M (powdered rhubarb leaf and an adder's stomach) - -**Duration:** Instantaneous - -A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd. - -#### Acid Splash - -*Conjuration cantrip* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. - -This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). - -#### Aid - -*2nd-level abjuration* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a tiny strip of white cloth) - -**Duration:** 8 hours - -Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd. - -#### Alarm - -*1st-level abjuration (ritual)* - -**Casting Time:** 1 minute - -**Range:** 30 feet - -**Components:** V, S, M (a tiny bell and a piece of fine silver wire) - -**Duration:** 8 hours - -You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. - -A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. - -An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. - -#### Alter Self - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. - -***Aquatic Adaptation***. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. - -***Change Appearance***. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. - -***Natural Weapons***. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it. - -#### Animal Friendship - -*1st-­level enchantment* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a morsel of food) - -**Duration:** 24 hours - -This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spells ends. - -***At Higher Levels***. When you cast this spell using a  spell slot of 2nd level or higher, you can affect one additional beast t level above 1st. - -#### Animal Messenger - -*2nd-level enchantment (ritual)* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a morsel of food) - -**Duration:** 24 hours - -By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. - -When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. - -***At Higher Levels***. If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd. - -#### Animal Shapes - -*8th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** Concentration, up to 24 hours - -Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms. - -The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells. - -The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment. - -#### Animate Dead - -*3rd-level necromancy* - -**Casting Time:** 1 minute - -**Range:** 10 feet - -**Components:** V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) - -**Duration:** Instantaneous - -This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics). - -On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. - -The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. - -#### Animate Objects - -*5th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. - -As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. - -**Table- Animate Object Stats** - -| Size | HP | AC | Attack | Str | Dex | -|--------|----|----|----------------------------|-----|-----| -| Tiny | 20 | 18 | +8 to hit, 1d4 + 4 damage | 4 | 18 | -| Small | 25 | 16 | +6 to hit, 1d8 + 2 damage | 6 | 14 | -| Medium | 40 | 13 | +5 to hit, 2d6 + 1 damage | 10 | 12 | -| Large | 50 | 10 | +6 to hit, 2d10 + 2 damage | 14 | 10 | -| Huge | 80 | 10 | +8 to hit, 2d12 + 4 damage | 18 | 6 | -| | | | | | | - -An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is - -30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. - -If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form. - -***At Higher Levels***. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. - -#### Antilife Shell - -*5th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Self (10-foot radius) - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. - -The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. - -If you move so that an affected creature is forced to pass through the barrier, the spell ends. - -#### Antimagic Field - -*8th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Self (10-foot radius sphere) - -**Components:** V, S, M (a pinch of powdered iron or iron filings) - -**Duration:** Concentration, up to 1 hour - -A 10-foot radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. - -Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. - -***Targeted Effects***. Spells and other magical effects, such as *magic missile* and *charm person*, that target a creature or an object in the sphere have no effect on that target. - -***Areas of Magic***. The area of another spell or magical effect, such as *fireball*, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a *wall of fire* are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. - -***Spells***. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. - -***Magic Items***. The properties and powers of magic items are suppressed in the sphere. For example, a *+1 longsword* in the sphere functions as a nonmagical longsword. - -A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. - -***Magical Travel***. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the *rope trick* spell, temporarily closes while in the sphere. - -***Creatures and Objects***. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. - -***Dispel Magic***. Spells and magical effects such as *dispel magic* have no effect on the sphere. Likewise, the spheres created by different *antimagic field* spells don't nullify each other. - -#### Antipathy/Sympathy - -*8th-level enchantment* - -**Casting Time:** 1 hour - -**Range:** 60 feet - -**Components:** V, S, M (either a lump of alum soaked in vinegar for the *antipathy* effect or a drop of honey for the *sympathy* effect) - -**Duration:** 10 days - -This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect. - -***Antipathy***. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. - -***Sympathy***. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. - -If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. - -***Ending the Effect***. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. - -A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again. - -#### Arcane Eye - -*4th-level divination* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a bit of bat fur) - -**Duration:** Concentration, up to 1 hour - -You create an invisible, magical eye within range that hovers in the air for the duration. - -You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. - -As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter. - -#### Arcane Hand - -*5th-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (an eggshell and a snakeskin glove) - -**Duration:** Concentration, up to 1 minute - -You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand. - -The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space. - -When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it. - -***Clenched Fist***. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage. - -***Forceful Hand***. The hand attempts to push a creature within 5 feet of it in a direction you choose. - -Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it. - -***Grasping Hand***. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier. - -***Interposing Hand***. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th. - -#### Arcane Lock - -*2nd-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (gold dust worth at least 25 gp, which the spell consumes) - -**Duration:** Until dispelled - -You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting *knock* on the object suppresses *arcane lock* for 10 minutes. - -While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10. - -#### Arcane Sword - -*7th-level evocation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp) - -**Duration:** Concentration, up to 1 minute - -You create a sword-shaped plane of force that hovers within range. It lasts for the duration. - -When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one. - -#### Arcanist's Magic Aura - -*2nd-level illusion* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a small square of silk) - -**Duration:** 24 hours - -You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature. - -When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled. - -***False Aura***. You change the way the target appears to spells and magical effects, such as *detect magic*, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. - -***Mask***. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a *symbol* spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment. - -#### Astral Projection - -*9th-level necromancy* - -**Casting Time:** 1 hour - -**Range:** 10 feet - -**Components:** V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes) - -**Duration:** Special - -You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age. - -Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly. - -Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. - -The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. - -The spell might also end early for you or one of your companions. A successful *dispel magic* spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation. - -If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points. - -#### Augury - -*2nd-level divination (ritual)* - -**Casting Time:** 1 minute - -**Range:** Self - -**Components:** V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) - -**Duration:** Instantaneous - -By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens: - -- *Weal*, for good results -- *Woe*, for bad results -- *Weal and woe*, for both good and bad results -- *Nothing*, for results that aren't especially good or bad - -The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. - -If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret. - -#### Awaken - -*5th-level transmutation* - -**Casting Time:** 8 hours - -**Range:** Touch - -**Components:** V, S, M (an agate worth at least 1,000 gp, which the spell consumes) - -**Duration:** Instantaneous - -After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. - -The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed. \ No newline at end of file diff --git a/Documents/Spells/Spells B.md b/Documents/Spells/Spells B.md deleted file mode 100644 index 7973ecc..0000000 --- a/Documents/Spells/Spells B.md +++ /dev/null @@ -1,238 +0,0 @@ -# Spells (B) - -#### Bane - -*1st-level enchantment* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a drop of blood) - -**Duration:** Concentration, up to 1 minute - -Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. - -#### Banishment - -*4th-level abjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (an item distasteful to the target) - -**Duration:** Concentration, up to 1 minute - -You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. - -If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. - -If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return. - -***At Higher Levels***. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. - -#### Barkskin - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a handful of oak bark) - -**Duration:** Concentration, up to 1 hour - -You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing. - -#### Beacon of Hope - -*3rd-level abjuration* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing. - -#### Bestow Curse - -*3rd-level necromancy* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: - -- Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. -- While cursed, the target has disadvantage on attack rolls against you. -- While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. -- While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. - -A *remove curse* spell ends this effect. At the GM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse's effect. - -***At Higher Levels***. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration. - -#### Black Tentacles - -*4th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 90 feet - -**Components:** V, S, M (a piece of tentacle from a giant octopus or a giant squid) - -**Duration:** Concentration, up to 1 minute - -Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. - -When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. - -A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. - -#### Blade Barrier - -*6th-level evocation* - -**Casting Time:** 1 action - -**Range:** 90 feet - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. - -When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage. - -#### Bless - -*1st-level enchantment* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a sprinkling of holy water) - -**Duration:** Concentration, up to 1 minute - -You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. - -#### Blight - -*4th-level necromancy* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** Instantaneous - -Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. - -If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. - -If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies. - -***At Higher Levels***. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. - -#### Blindness/Deafness - -*2nd-level necromancy* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V - -**Duration:** 1 minute - -You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. - -#### Blink - -*3rd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** 1 minute - -Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action. - -While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so. - -#### Blur - -*2nd-level illusion* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V - -**Duration:** Concentration, up to 1 minute - -Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. - -#### Branding Smite - -*2nd-­level evocation* - -**Casting Time:** 1 bonus action - -**Range:** Self - -**Components:** V - -**Duration:** Concentration, up to 1 minute - -The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-­foot radius and can't become invisible until the spell ends. - -***At Higher Levels***. When you cast this spell using a  spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. - -#### Burning Hands - -*1st-level evocation* - -**Casting Time:** 1 action - -**Range:** Self (15-foot cone) - -**Components:** V, S - -**Duration:** Instantaneous - -As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. - -The fire ignites any flammable objects in the area that aren't being worn or carried. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. \ No newline at end of file diff --git a/Documents/Spells/Spells C.md b/Documents/Spells/Spells C.md deleted file mode 100644 index ff52b37..0000000 --- a/Documents/Spells/Spells C.md +++ /dev/null @@ -1,755 +0,0 @@ -# Spells (C) - -#### Call Lightning - -*3rd-level conjuration* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). - -When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. - -If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd. - -#### Calm Emotions - -*2nd-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. - -You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. - -Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise. - -#### Chain Lightning - -*6th-level evocation* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins) - -**Duration:** Instantaneous - -You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. - -A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th. - -#### Charm Person - -*1st-level enchantment* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** 1 hour - -You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. - -#### Chill Touch - -*Necromancy cantrip* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** 1 round - -You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. - -If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. - -This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). - -#### Circle of Death - -*6th-level necromancy* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S, M (the powder of a crushed black pearl worth at least 500 gp) - -**Duration:** Instantaneous - -A sphere of negative energy ripples out in a 60-foot radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. - -#### Clairvoyance - -*3rd-level divination* - -**Casting Time:** 10 minutes - -**Range:** 1 mile - -**Components:** V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) - -**Duration:** Concentration, up to 10 minutes - -You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. - -When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. - -A creature that can see the sensor (such as a creature benefiting from *see invisibility* or truesight) sees a luminous, intangible orb about the size of your fist. - -#### Clone - -*8th-level necromancy* - -**Casting Time:** 1 hour - -**Range:** Touch - -**Components:** V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water) - -**Duration:** Instantaneous - -This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. - -At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. - -The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere. - -#### Cloudkill - -*5th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -You create a 20-foot radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. - -When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe. - -The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. - -#### Color Spray - -*1st-level illusion* - -**Casting Time:** 1 action - -**Range:** Self (15-foot cone) - -**Components:** V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) - -**Duration:** 1 round - -A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). - -Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st. - -#### Command - -*1st-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V - -**Duration:** 1 round - -You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. - -Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends. - -***Approach***. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. - -***Drop***. The target drops whatever it is holding and then ends its turn. - -***Flee***. The target spends its turn moving away from you by the fastest available means. - -***Grovel***. The target falls prone and then ends its turn. - -***Halt***. The target doesn't move and takes no actions. - -A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. - -#### Commune - -*5th-level divination (ritual)* - -**Casting Time:** 1 minute - -**Range:** Self - -**Components:** V, S, M (incense and a vial of holy or unholy water) - -**Duration:** 1 minute - -You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. - -Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the GM might offer a short phrase as an answer instead. - -If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret. - -#### Commune with Nature - -*5th-level divination (ritual)* - -**Casting Time:** 1 minute - -**Range:** Self - -**Components:** V, S - -**Duration:** Instantaneous - -You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns. - -You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: - -- terrain and bodies of water -- prevalent plants, minerals, animals, or peoples -- powerful celestials, fey, fiends, elementals, or undead -- influence from other planes of existence -- buildings - -For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns. - -#### Comprehend Languages - -*1st-level divination (ritual)* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a pinch of soot and salt) - -**Duration:** 1 hour - -For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. - -This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language. - -#### Compulsion - -*4th-­level enchantment* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect. - -A target isn't compelled to move into an obviously  deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction. - -#### Cone of Cold - -*5th-level evocation* - -**Casting Time:** 1 action - -**Range:** Self (60-foot cone) - -**Components:** V, S, M (a small crystal or glass cone) - -**Duration:** Instantaneous - -A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. - -A creature killed by this spell becomes a frozen statue until it thaws. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. - -#### Confusion - -*4th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 90 feet - -**Components:** V, S, M (three nut shells) - -**Duration:** Concentration, up to 1 minute - -This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. - -An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. - -**Table- Confusion Behavior** - -| d10 | Behavior | -|------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| -| 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. | -| 2-6 | The creature doesn't move or take actions this turn. | -| 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. | -| 9-10 | The creature can act and move normally. | -| | | - -At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. - -***At Higher Levels***. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th. - -#### Conjure Animals - -*3rd-level conjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: - -- One beast of challenge rating 2 or lower -- Two beasts of challenge rating 1 or lower -- Four beasts of challenge rating 1/2 or lower -- Eight beasts of challenge rating 1/4 or lower - -Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. - -The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. - -The GM has the creatures' statistics. - -***At Higher Levels***. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. - -#### Conjure Celestial - -*7th-level conjuration* - -**Casting Time:** 1 minute - -**Range:** 90 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. - -The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. - -The GM has the celestial's statistics. - -***At Higher Levels***. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower. - -#### Conjure Elemental - -*5th-level conjuration* - -**Casting Time:** 1 minute - -**Range:** 90 feet - -**Components:** V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water) - -**Duration:** Concentration, up to 1 hour - -You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. - -The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. - -If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. - -The GM has the elemental's statistics. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. - -#### Conjure Fey - -*6th-level conjuration* - -**Casting Time:** 1 minute - -**Range:** 90 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. - -The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. - -If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it. - -The GM has the fey creature's statistics. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th. - -#### Conjure Minor Elementals - -*4th-level conjuration* - -**Casting Time:** 1 minute - -**Range:** 90 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears: - -- One elemental of challenge rating 2 or lower -- Two elementals of challenge rating 1 or lower -- Four elementals of challenge rating 1/2 or lower -- Eight elementals of challenge rating 1/4 or lower - -An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. - -The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. - -The GM has the creatures' statistics. - -***At Higher Levels***. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot. - -#### Conjure Woodland Beings - -*4th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (one holly berry per creature summoned) - -**Duration:** Concentration, up to 1 hour - -You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: - -- One fey creature of challenge rating 2 or lower -- Two fey creatures of challenge rating 1 or lower -- Four fey creatures of challenge rating 1/2 or lower -- Eight fey creatures of challenge rating 1/4 or lower - -A summoned creature disappears when it drops to 0 hit points or when the spell ends. - -The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. - -The GM has the creatures' statistics. - -***At Higher Levels***. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot. - -#### Contact Other Plane - -*5th-level divination (ritual)* - -**Casting Time:** 1 minute - -**Range:** Self - -**Components:** V - -**Duration:** 1 minute - -You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A *greater restoration* spell cast on you ends this effect. - -On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer. - -#### Contagion - -*5th-level necromancy* - -**Casting Time:** 1 action - -**Range:** Touch -**Component:** V, S - -**Duration:** 7 days - -Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned. - -At the end of each of the poisoned target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell's duration. - -Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it. - -***Blinding Sickness***. Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. - -***Filth Fever***. A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. - -***Flesh Rot***. The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. - -***Mindfire***. The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the *confusion* spell during combat. - -***Seizure***. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. - -***Slimy Doom***. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. - -#### Contingency - -*6th-level evocation* - -**Casting Time:** 10 minutes - -**Range:** Self - -**Components:** V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) - -**Duration:** 10 days - -Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell-called the contingent spell-as part of casting *contingency*, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a *contingency* cast with *water breathing* might stipulate that *water breathing* comes into effect when you are engulfed in water or a similar liquid. - -The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then *contingency* ends. - -The contingent spell takes effect only on you, even if it can normally target others. You can use only one *contingency* spell at a time. If you cast this spell again, the effect of another *contingency* spell on you ends. Also, *contingency* ends on you if its material component is ever not on your person. - -#### Continual Flame - -*2nd-level evocation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (ruby dust worth 50 gp, which the spell consumes) - -**Duration:** Until dispelled - -A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A *continual flame* can be covered or hidden but not smothered or quenched. - -#### Control Water - -*4th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 300 feet - -**Components:** V, S, M (a drop of water and a pinch of dust) - -**Duration:** Concentration, up to 10 minutes - -Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one. - -***Flood***. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. - -If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. - -The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. - -***Part Water***. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. - -***Redirect Flow***. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. - -***Whirlpool***. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. - -When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. - -The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex. - -#### Control Weather - -*8th-level transmutation* - -**Casting Time:** 10 minutes - -**Range:** Self (5-mile radius) - -**Components:** V, S, M (burning incense and bits of earth and wood mixed in water) - -**Duration:** Concentration, up to 8 hours - -You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early. - -When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. - -When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. - -**Table- Control Weather (Precipitation)** - -| Stage | Condition | -|-------|--------------------------------------------| -| 1 | Clear | -| 2 | Light clouds | -| 3 | Overcast or ground fog | -| 4 | Rain, hail, or snow | -| 5 | Torrential rain, driving hail, or blizzard | -| | | - -**Table- Control Weather (Temperature)** - -| Stage | Condition | -|-------|-----------------| -| 1 | Unbearable heat | -| 2 | Hot | -| 3 | Warm | -| 4 | Cool | -| 5 | Cold | -| 6 | Arctic cold | -| | | - -**Table- Control Weather (Wind)** - -| Stage | Condition | -|-------|---------------| -| 1 | Calm | -| 2 | Moderate wind | -| 3 | Strong wind | -| 4 | Gale | -| 5 | Storm | -| | | - -#### Counterspell - -*3rd-­level abjuration* - -**Casting Time:** 1 reaction, which you take when you see a creature within 60 feet of you casting a spell - -**Range:** 60 feet - -**Components:** S - -**Duration:** Instantaneous - -You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. - -#### Create Food and Water - -*3rd-level conjuration* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad. - -#### Create or Destroy Water - -*1st-level transmutation* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a drop of water if creating water or a few grains of sand if destroying it) - -**Duration:** Instantaneous - -You either create or destroy water. - -***Create Water***. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. - -***Destroy Water***. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st. - -#### Create Undead - -*6th-level necromancy* - -**Casting Time:** 1 minute - -**Range:** 10 feet - -**Components:** V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse) - -**Duration:** Instantaneous - -You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.) - -As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. - -The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones. - -***At Higher Levels***. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies. - -#### Creation - -*5th-level illusion* - -**Casting Time:** 1 minute - -**Range:** 30 feet - -**Components:** V, S, M (a tiny piece of matter of the same type of the item you plan to create) - -**Duration:** Special - -You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within -**Range:** soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. - -The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration. - -**Table- Creation Duration** - -| Material | Duration | -|-----------------------|------------| -| Vegetable matter | 1 day | -| Stone or crystal | 12 hours | -| Precious metals | 1 hour | -| Gems | 10 minutes | -| Adamantine or mithral | 1 minute | -| | | - -Using any material created by this spell as another spell's material component causes that spell to fail. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th. - -#### Cure Wounds - -*1st-level evocation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Instantaneous - -A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. \ No newline at end of file diff --git a/Documents/Spells/Spells D.md b/Documents/Spells/Spells D.md deleted file mode 100644 index 94daa20..0000000 --- a/Documents/Spells/Spells D.md +++ /dev/null @@ -1,443 +0,0 @@ -# Spells (D) - -#### Dancing Lights - -*Evocation cantrip* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a bit of phosphorus or wychwood, or a glowworm) - -**Duration:** Concentration, up to 1 minute - -You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. - -As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. - -#### Darkness - -*2nd-level evocation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, M (bat fur and a drop of pitch or piece of coal) - -**Duration:** Concentration, up to 10 minutes - -Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. - -If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. - -If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. - -#### Darkvision - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (either a pinch of dried carrot or an agate) - -**Duration:** 8 hours - -You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet. - -#### Daylight - -*3rd-level evocation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** 1 hour - -A 60-foot radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. - -If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. - -If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled. - -#### Death Ward - -*4th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** 8 hours - -You touch a creature and grant it a measure of protection from death. - -The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. - -If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends. - -#### Delayed Blast Fireball - -*7th-level evocation* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S, M (a tiny ball of bat guano and sulfur) - -**Duration:** Concentration, up to 1 minute - -A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. - -The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. - -If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. - -The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. - -***At Higher Levels***. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th. - -#### Demiplane - -*8th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** S - -**Duration:** 1 hour - -You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. - -Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead. - -#### Detect Evil and Good - -*1st-level divination* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. - -The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. - -#### Detect Magic - -*1st-level divination (ritual)* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. - -The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. - -#### Detect Poison and Disease - -*1st-level divination (ritual)* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a yew leaf) - -**Duration:** Concentration, up to 10 minutes - -For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. - -The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. - -#### Detect Thoughts - -*2nd-level divination* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a copper piece) - -**Duration:** Concentration, up to 1 minute - -For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. - -You initially learn the surface thoughts of the creature-what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. - -Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. - -You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. - -Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range. - -#### Dimension Door - -*4th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 500 feet - -**Components:** V - -**Duration:** Instantaneous - -You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet." - -You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. - -If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you. - -#### Disguise Self - -*1st-level illusion* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** 1 hour - -You make yourself-including your clothing, armor, weapons, and other belongings on your person- look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. - -The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. - -To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. - -#### Disintegrate - -*6th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a lodestone and a pinch of dust) - -**Duration:** Instantaneous - -A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by *wall of force*. - -A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points. - -A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a *true resurrection* or a *wish* spell. - -This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot cube portion of it. A magic item is unaffected by this spell. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th. - -#### Dispel Evil and Good - -*5th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (holy water or powdered silver and iron) - -**Duration:** Concentration, up to 1 minute - -Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. - -You can end the spell early by using either of the following special functions. - -***Break Enchantment***. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures. - -***Dismissal***. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild. - -#### Dispel Magic - -*3rd-level abjuration* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Instantaneous - -Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used. - -#### Divination - -*4th-level divination (ritual)* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes) - -**Duration:** Instantaneous - -Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. - -The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. - -If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret. - -#### Divine Favor - -*1st-level evocation* - -**Casting Time:** 1 bonus action - -**Range:** Self - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit. - -#### Divine Word - -*7th-level evocation* - -**Casting Time:** 1 bonus action - -**Range:** 30 feet - -**Components:** V - -**Duration:** Instantaneous - -You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: - -- 50 hit points or fewer: deafened for 1 minute -- 40 hit points or fewer: deafened and blinded for 10 minutes -- 30 hit points or fewer: blinded, deafened, and stunned for 1 hour -- 20 hit points or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a *wish* spell. - -#### Dominate Beast - -*4th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. - -While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. - -You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. - -Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. - -***At Higher Levels***. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours. - -#### Dominate Monster - -*8th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. - -While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. - -You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. - -Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. - -***At Higher Levels***. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours. - -#### Dominate Person - -*5th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. - -While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. - -You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. - -Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. - -***At Higher Levels***. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. - -#### Dream - -*5th-level illusion* - -**Casting Time:** 1 minute - -**Range:** Special - -**Components:** V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird) - -**Duration:** 8 hours - -This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. - -If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. - -You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. - -If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage. - -#### Druidcraft - -*Transmutation cantrip* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** Instantaneous - -Whispering to the spirits of nature, you create one of the following effects within range: - -- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. -- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. -- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. -- You instantly light or snuff out a candle, a torch, or a small campfire. \ No newline at end of file diff --git a/Documents/Spells/Spells E.md b/Documents/Spells/Spells E.md deleted file mode 100644 index 359fa14..0000000 --- a/Documents/Spells/Spells E.md +++ /dev/null @@ -1,183 +0,0 @@ -# Spells (E) - -#### Earthquake - -*8th-level evocation* - -**Casting Time:** 1 action - -**Range:** 500 feet - -**Components:** V, S, M (a pinch of dirt, a piece of rock, and a lump of clay) - -**Duration:** Concentration, up to 1 minute - -You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. - -The ground in the area becomes difficult terrain. - -Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken. - -When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. - -This spell can have additional effects depending on the terrain in the area, as determined by the GM. - -***Fissures***. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. - -A fissure that opens beneath a structure causes it to automatically collapse (see below). - -***Structures***. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried. - -#### Eldritch Blast - -*Evocation cantrip* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Instantaneous - -A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. - -The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. - -#### Enhance Ability - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (fur or a feather from a beast) - -**Duration:** Concentration, up to 1 hour. - -You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. - -***Bear's Endurance***. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. - -***Bull's Strength***. The target has advantage on Strength checks, and his or her carrying capacity doubles. - -***Cat's Grace***. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated. - -***Eagle's Splendor***. The target has advantage on Charisma checks. - -***Fox's Cunning***. The target has advantage on Intelligence checks. - -***Owl's Wisdom***. The target has advantage on Wisdom checks. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. - -#### Enlarge/Reduce - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a pinch of powdered iron) - -**Duration:** Concentration, up to 1 minute - -You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. - -If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. - -***Enlarge***. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage. - -***Reduce***. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category-from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1). - -#### Entangle - -*1st-level conjuration* - -**Casting Time:** 1 action - -**Range:** 90 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. - -A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. - -When the spell ends, the conjured plants wilt away. - -#### Enthrall - -*2nd-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** 1 minute - -You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak. - -#### Etherealness - -*7th-level transmutation* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** Up to 8 hours - -You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. - -While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. - -You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. - -When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. - -This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes. - -***At Higher Levels***. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell. - -#### Expeditious Retreat - -*1st-level transmutation* - -**Casting Time:** 1 bonus action - -**Range:** Self - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action. - -#### Eyebite - -*6th-level necromancy* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of *eyebite*. - -***Asleep***. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. - -***Panicked***. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends. - -***Sickened***. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends. \ No newline at end of file diff --git a/Documents/Spells/Spells F.md b/Documents/Spells/Spells F.md deleted file mode 100644 index 4370cfd..0000000 --- a/Documents/Spells/Spells F.md +++ /dev/null @@ -1,507 +0,0 @@ -# Spells (F) - -#### Fabricate - -*4th-level transmutation* - -**Casting Time:** 10 minutes - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. - -Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials. - -Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects. - -#### Faerie Fire - -*1st-level evocation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V - -**Duration:** Concentration, up to 1 minute - -Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. - -Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. - -#### Faithful Hound - -*4th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a tiny silver whistle, a piece of bone, and a thread) - -**Duration:** 8 hours - -You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. - -The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. - -At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage. - -#### False Life - -*1st-level necromancy* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a small amount of alcohol or distilled spirits) - -**Duration:** 1 hour - -Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st. - -#### Fear - -*3rd-level illusion* - -**Casting Time:** 1 action - -**Range:** Self (30-foot cone) - -**Components:** V, S, M (a white feather or the heart of a hen) - -**Duration:** Concentration, up to 1 minute - -You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. - -While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. - -#### Feather Fall - -*1st-level transmutation* - -**Casting Time:** 1 reaction, which you take when you or a creature within 60 feet of you falls - -**Range:** 60 feet - -**Components:** V, M (a small feather or piece of down) - -**Duration:** 1 minute - -Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. - -#### Feeblemind - -*8th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S, M (a handful of clay, crystal, glass, or mineral spheres) - -**Duration:** Instantaneous - -You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. - -On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. - -At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. - -The spell can also be ended by *greater restoration*, *heal*, or *wish*. - -#### Find Familiar - -*1st-­level conjuration (ritual)* - -**Casting Time:** 1 hour - -**Range:** 10 feet - -**Components:** V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) - -**Duration:** Instantaneous - -You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. - -Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. - -When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. - -While your familiar is within 100 feet of you, you  can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. - -As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. - -You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. - -Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. - -#### Find Steed - -*2nd-level conjuration* - -**Casting Time:** 10 minutes - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. - -Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. - -When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. - -While your steed is within 1 mile of you, you can communicate with each other telepathically. - -You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear. - -#### Find the Path - -*6th-level divination* - -**Casting Time:** 1 minute - -**Range:** Self - -**Components:** V, S, M (a set of divinatory tools- such as bones, ivory sticks, cards, teeth, or carved runes-worth 100 gp and an object from the location you wish to find) - -**Duration:** Concentration, up to 1 day - -This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails. - -For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination. - -#### Find Traps - -*2nd-level divination* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the *alarm* spell, a *glyph of warding*, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. - -This spell merely reveals that a trap is present. - -You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense. - -#### Finger of Death - -*7th-level necromancy* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. - -A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. - -#### Fireball - -*3rd-level evocation* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S, M (a tiny ball of bat guano and sulfur) - -**Duration:** Instantaneous - -A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. - -The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. - -#### Fire Bolt - -*Evocation cantrip* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. - -This spell's damage increases by 1d10 when you  reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). - -#### Fire Shield - -*4th-level evocation* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a bit of phosphorus or a firefly) - -**Duration:** 10 minutes - -Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. - -The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage. - -In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield. - -#### Fire Storm - -*7th-level evocation* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S - -**Duration:** Instantaneous - -A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. - -The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell. - -#### Flame Blade - -*2nd-level evocation* - -**Casting Time:** 1 bonus action - -**Range:** Self - -**Components:** V, S, M (leaf of sumac) - -**Duration:** Concentration, up to 10 minutes - -You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. - -You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. - -The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd. - -#### Flame Strike - -*5th-level evocation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (pinch of sulfur) - -**Duration:** Instantaneous - -A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. - -#### Flaming Sphere - -*2nd-level conjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) - -**Duration:** Concentration, up to 1 minute - -A 5-foot diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. - -As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. - -When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. - -#### Flesh to Stone - -*6th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a pinch of lime, water, and earth) - -**Duration:** Concentration, up to 1 minute - -You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected. - -A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. - -If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. - -If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed. - -#### Floating Disk - -*1st-level conjuration (ritual)* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a drop of mercury) - -**Duration:** 1 hour - -This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. - -The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot deep pit, nor could it leave such a pit if it was created at the bottom. - -If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends. - -#### Fly - -*3rd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a wing feather from any bird) - -**Duration:** Concentration, up to 10 minutes - -You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. - -#### Fog Cloud - -*1st-level conjuration* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -You create a 20-foot radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st. - -#### Forbiddance - -*6th-level abjuration (ritual)* - -**Casting Time:** 10 minutes - -**Range:** Touch - -**Components:** V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp) - -**Duration:** 1 day - -You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the *gate* spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the *plane shift* spell. - -In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell). - -When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell. - -The spell's area can't overlap with the area of another *forbiddance* spell. If you cast *forbiddance* every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting. - -#### Forcecage - -*7th-level evocation* - -**Casting Time:** 1 action - -**Range:** 100 feet - -**Components:** V, S, M (ruby dust worth 1,500 gp) - -**Duration:** 1 hour - -An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. - -A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. - -A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. - -When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. - -A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. - -This spell can't be dispelled by *dispel magic*. - -#### Foresight - -*9th-level divination* - -**Casting Time:** 1 minute - -**Range:** Touch - -**Components:** V, S, M (a hummingbird feather) - -**Duration:** 8 hours - -You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. - -This spell immediately ends if you cast it again before its duration ends. - -#### Freedom of Movement - -*4th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a leather strap, bound around the arm or a similar appendage) - -**Duration:** 1 hour - -You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. - -The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks. - -#### Freezing Sphere - -*6th-level evocation* - -**Casting Time:** 1 action - -**Range:** 300 feet - -**Components:** V, S, M (a small crystal sphere) - -**Duration:** Instantaneous - -A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage. - -If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free. - -You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. \ No newline at end of file diff --git a/Documents/Spells/Spells G.md b/Documents/Spells/Spells G.md deleted file mode 100644 index 68a102e..0000000 --- a/Documents/Spells/Spells G.md +++ /dev/null @@ -1,324 +0,0 @@ -# Spells (G) - -#### Gaseous Form - -*3rd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a bit of gauze and a wisp of smoke) - -**Duration:** Concentration, up to 1 hour - -You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected. - -While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated. - -While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells. - -#### Gate - -*9th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a diamond worth at least 5,000 gp) - -**Duration:** Concentration, up to 1 minute - -You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. - -The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. - -Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. - -When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you. - -#### Geas - -*5th-level enchantment* - -**Casting Time:** 1 minute - -**Range:** 60 feet - -**Components:** V - -**Duration:** 30 days - -You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell. - -You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. - -You can end the spell early by using an action to dismiss it. A *remove curse*, *greater restoration*, or *wish* spell also ends it. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above. - -#### Gentle Repose - -*2nd-level necromancy (ritual)* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration) - -**Duration:** 10 days - -You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. - -The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as *raise dead*. - -#### Giant Insect - -*4th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. - -Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has the statistics for these creatures and resolves their actions and movement. - -A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. - -The GM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp. - -#### Glibness - -*8th-level transmutation* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V - -**Duration:** 1 hour - -Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful. - -#### Globe of Invulnerability - -*6th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Self (10-foot radius) - -**Components:** V, S, M (a glass or crystal bead that shatters when the spell ends) - -**Duration:** Concentration, up to 1 minute - -An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. - -Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th. - -#### Glyph of Warding - -*3rd-level abjuration* - -**Casting Time:** 1 hour - -**Range:** Touch - -**Components:** V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes) - -**Duration:** Until dispelled or triggered - -When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. - -The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. - -You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. - -You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. - -When you inscribe the glyph, choose *explosive runes* or a *spell glyph*. - -***Explosive Runes***. When triggered, the glyph erupts with magical energy in a 20-foot radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. - -***Spell Glyph***. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the damage of an *explosive runes* glyph increases by 1d8 for each slot level above 3rd. If you create a *spell glyph*, you can store any spell of up to the same level as the slot you use for the *glyph of warding*. - -#### Goodberry - -*1st-level transmutation* - -**Casting Time:** 1 action - - -**Range:** Touch - -**Components:** V, S, M (a sprig of mistletoe) - -**Duration:** Instantaneous - -Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. - -The berries lose their potency if they have not  been consumed within 24 hours of the casting of this spell. - -#### Grease - -*1st-level conjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a bit of pork rind or butter) - -**Duration:** 1 minute - -Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. - -When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. - -#### Greater Invisibility - -*4th-level illusion* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. - -#### Greater Restoration - -*5th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (diamond dust worth at least 100 gp, which the spell consumes) - -**Duration:** Instantaneous - -You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: - -- One effect that charmed or petrified the target -- One curse, including the target's attunement to a cursed magic item -- Any reduction to one of the target's ability scores -- One effect reducing the target's hit point maximum - -#### Guardian of Faith - -*4th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V - -**Duration:** 8 hours - -A large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. - -Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has delat a total of 60 damage. - - -#### Guards and Wards - -*6th-level abjuration* - -**Casting Time:** 10 minutes - -**Range:** Touch - -**Components:** V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp) - -**Duration:** 24 hours - -You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. - -When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. - -*Guards and wards* creates the following effects within the warded area. - -***Corridors***. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses. - -***Doors***. All doors in the warded area are magically locked, as if sealed by an *arcane lock* spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the *minor illusion* spell) to make them appear as plain sections of wall. - -***Stairs***. Webs fill all stairs in the warded area from top to bottom, as the *web* spell. These strands regrow in 10 minutes if they are burned or torn away while *guards and wards* lasts. - -***Other Spell Effect***. You can place your choice of one of the following magical effects within the warded area of the stronghold. - -- Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. -- Place magic mouth in two locations. -- Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. -- Place a constant gust of wind in one corridor or room. -- Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally. - -The whole warded area radiates magic. A *dispel magic* cast on a specific effect, if successful, removes only that effect. - -You can create a permanently guarded and warded structure by casting this spell there every day for one year. - -#### Guidance - -*Divination cantrip* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. - -#### Guiding Bolt - -*1st-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** 1 round - -A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. - -#### Gust of Wind - -*2nd-level evocation* - -**Casting Time:** 1 action - -**Range:** Self (60-foot line) - -**Components:** V, S, M (a legume seed) - -**Duration:** Concentration, up to 1 minute - -A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. - -Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. - -The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. - -As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. \ No newline at end of file diff --git a/Documents/Spells/Spells H.md b/Documents/Spells/Spells H.md deleted file mode 100644 index f9dfecc..0000000 --- a/Documents/Spells/Spells H.md +++ /dev/null @@ -1,277 +0,0 @@ -# Spells (H) - -#### Hallow - -*5th-level evocation* - -**Casting Time:** 24 hours - -**Range:** Touch - -**Components:** V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes) - -**Duration:** Until dispelled - -You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a *hallow* spell. The affected area is subject to the following effects. - -First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect. - -Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area. - -***Courage***. Affected creatures can't be frightened while in the area. - -***Darkness***. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area. - -***Daylight***. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light. - -***Energy Protection***. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing. - -***Energy Vulnerability***. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing. - -***Everlasting Rest***. Dead bodies interred in the area can't be turned into undead. - -***Extradimensional Interference***. Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means. - -***Fear***. Affected creatures are frightened while in the area. - -***Silence***. No sound can emanate from within the area, and no sound can reach into it. - -***Tongues***. Affected creatures can communicate with any other creature in the area, even if they don't share a common language. - -#### Hallucinatory Terrain - -*4th-level illusion* - -**Casting Time:** 10 minutes - -**Range:** 300 feet - -**Components:** V, S, M (a stone, a twig, and a bit of green plant) - -**Duration:** 24 hours - -You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. - -The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. - -#### Harm - -*6th-level necromancy* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes. - -#### Haste - -*3rd-level transmutation* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a shaving of licorice root) - -**Duration:** Concentration, up to 1 minute - -Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. - -When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it. - -#### Heal - -*6th-level evocation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th. - -#### Healing Word - -*1st-level evocation* - -**Casting Time:** 1 bonus action - -**Range:** 60 feet - -**Components:** V - -**Duration:** Instantaneous - -A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. - -#### Heat Metal - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a piece of iron and a flame) - -**Duration:** Concentration, up to 1 minute - -Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. - -If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. - -#### Hellish Rebuke - -*1st-­level evocation* - -**Casting Time:** 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. - -***At Higher Levels***. When you cast this spell using a  spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. - -#### Heroes' Feast - -*6th-level conjuration* - -**Casting Time:** 10 minutes - -**Range:** 30 feet - -**Components:** V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes) - -**Duration:** Instantaneous - -You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast. - -A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours. - -#### Heroism - -*1st-level enchantment* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. - -#### Hideous Laughter - -*1st-level enchantment* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (tiny tarts and a feather that is waved in the air) - -**Duration:** Concentration, up to 1 minute - -A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. - -At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends. - -#### Hold Monster - -*5th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 90 feet - -**Components:** V, S, M (a small, straight piece of iron) - -**Duration:** Concentration, up to 1 minute - -Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. - -#### Hold Person - -*2nd-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a small, straight piece of iron) - -**Duration:** Concentration, up to 1 minute - -Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. - -#### Holy Aura - -*8th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text) - -**Duration:** Concentration, up to 1 minute - -Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends. - -#### Hunter's Mark - -*1st-­level divination* - -**Casting Time:** 1 bonus action - -**Range:** 90 feet - -**Components:** V - -**Duration:** Concentration, up to 1 hour - -You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. - -***At Higher Levels***. When you cast this spell using a  spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. - -#### Hypnotic Pattern - -*3rd-level illusion* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material) - -**Duration:** Concentration, up to 1 minute - -You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. - -The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. \ No newline at end of file diff --git a/Documents/Spells/Spells I.md b/Documents/Spells/Spells I.md deleted file mode 100644 index d08d539..0000000 --- a/Documents/Spells/Spells I.md +++ /dev/null @@ -1,199 +0,0 @@ -# Spells (I) - -#### Ice Storm - -*4th-level evocation* - -**Casting Time:** 1 action - -**Range:** 300 feet - -**Components:** V, S, M (a pinch of dust and a few drops of water) - -**Duration:** Instantaneous - -A hail of rock-hard ice pounds to the ground in a 20-foot radius, 40-foot high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. - -Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn. - -***At Higher Levels***. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th. - -#### Identify - -*1st-level divination (ritual)* - -**Casting Time:** 1 minute - -**Range:** Touch - -**Components:** V, S, M (a pearl worth at least 100 gp and an owl feather) - -**Duration:** Instantaneous - -You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. - -If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. - -#### Illusory Script - -*1st-level illusion (ritual)* - -**Casting Time:** 1 minute - -**Range:** Touch - -**Components:** S, M (a lead-based ink worth at least 10 gp, which the spell consumes) - -**Duration:** 10 days - -You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. - -To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. - -Should the spell be dispelled, the original script and the illusion both disappear. - -A creature with truesight can read the hidden message. - -#### Imprisonment - -*9th-level abjuration* - -**Casting Time:** 1 minute - -**Range:** 30 feet - -**Components:** V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target) - -**Duration:** Until dispelled - -You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target. - -When you cast the spell, you choose one of the following forms of imprisonment. - -***Burial***. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. - -The special component for this version of the spell is a small mithral orb. - -***Chaining***. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then. - -The special component for this version of the spell is a fine chain of precious metal. - -***Hedged Prison***. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. - -The special component for this version of the spell is a miniature representation of the prison made from jade. - -***Minimus Containment***. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect. - -The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby. - -***Slumber***. The target falls asleep and can't be awoken. The special component for this version of the spell consists of rare soporific herbs. - -***Ending the Spell***. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. - -A *dispel magic* spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it. - -You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding. - -#### Incendiary Cloud - -*8th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. - -When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. - -The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns. - -#### Inflict Wounds - -*1st-level necromancy* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Instantaneous - -Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. - -#### Insect Plague - -*5th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 300 feet - -**Components:** V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat) - -**Duration:** Concentration, up to 10 minutes - -Swarming, biting locusts fill a 20-foot radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain. - -When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. - -#### Instant Summons - -*6th-level conjuration (ritual)* - -**Casting Time:** 1 minute - -**Range:** Touch - -**Components:** V, S, M (a sapphire worth 1,000 gp) - -**Duration:** Until dispelled - -You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire. - -At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. - -If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. - -*Dispel magic* or a similar effect successfully applied to the sapphire ends this spell's effect. - -#### Invisibility - -*2nd-level illusion* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (an eyelash encased in gum arabic) - -**Duration:** Concentration, up to 1 hour - -A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. - -#### Irresistible Dance - -*6th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V - -**Duration:** Concentration, up to 1 minute - -Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell. - -A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends. \ No newline at end of file diff --git a/Documents/Spells/Spells K.md b/Documents/Spells/Spells K.md deleted file mode 100644 index 91214e5..0000000 --- a/Documents/Spells/Spells K.md +++ /dev/null @@ -1,3 +0,0 @@ -# Spells (K) - -None. \ No newline at end of file diff --git a/Documents/Spells/Spells L.md b/Documents/Spells/Spells L.md deleted file mode 100644 index 628c61b..0000000 --- a/Documents/Spells/Spells L.md +++ /dev/null @@ -1,149 +0,0 @@ -# Spells (L) - -#### Legend Lore - -*5th-level divination* - -**Casting Time:** 10 minutes - -**Range:** Self - -**Components:** V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each) - -**Duration:** Instantaneous - -Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. - -The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: "Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word *Rudnogg* on the lips." - -#### Lesser Restoration - -*2nd-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Instantaneous - -You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. - -#### Levitate - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end) - -**Duration:** Concentration, up to 10 minutes - -One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. - -The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. - -When the spell ends, the target floats gently to the ground if it is still aloft. - -#### Light - -*Evocation cantrip* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, M (a firefly or phosphorescent moss) - -**Duration:** 1 hour - -You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. - -If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. - -#### Lightning Bolt - -*3rd-level evocation* - -**Casting Time:** 1 action - -**Range:** Self (100-foot line) - -**Components:** V, S, M (a bit of fur and a rod of amber, crystal, or glass) - -**Duration:** Instantaneous - -A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. - -The lightning ignites flammable objects in the area that aren't being worn or carried. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. - -#### Locate Animals or Plants - -*2nd-level divination (ritual)* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a bit of fur from a bloodhound) - -**Duration:** Instantaneous - -Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present. - -#### Locate Creature - -*4th-level divination* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a bit of fur from a bloodhound) - -**Duration:** Concentration, up to 1 hour - -Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. - -The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close-within 30 feet-at least once. If the creature you described or named is in a different form, such as being under the effects of a *polymorph* spell, this spell doesn't locate the creature. - -This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature. - -#### Locate Object - -*2nd-level divination* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a forked twig) - -**Duration:** Concentration, up to 10 minutes - -Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. - -The spell can locate a specific object known to you, as long as you have seen it up close-within 30 feet-at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. - -This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object. - -#### Longstrider - -*1st-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a pinch of dirt) - -**Duration:** 1 hour - -You touch a creature. The target's speed increases by 10 feet until the spell ends. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. \ No newline at end of file diff --git a/Documents/Spells/Spells M.md b/Documents/Spells/Spells M.md deleted file mode 100644 index cbd4b14..0000000 --- a/Documents/Spells/Spells M.md +++ /dev/null @@ -1,499 +0,0 @@ -# Spells (M) - -#### Mage Armor - -*1st-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a piece of cured leather) - -**Duration:** 8 hours - -You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. - -#### Mage Hand - -*Conjuration cantrip* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** 1 minute - -A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. - -You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. - -The hand can't attack, activate magic items, or carry more than 10 pounds. - -#### Magic Circle - -*3rd-level abjuration* - -**Casting Time:** 1 minute - -**Range:** 10 feet - -**Components:** V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) - -**Duration:** 1 hour - -You create a 10-foot radius, 20-foot tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. - -Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: - -- The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. -- The creature has disadvantage on attack rolls against targets within the cylinder. -- Targets within the cylinder can't be charmed, frightened, or possessed by the creature. - -When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd. - -#### Magic Jar - -*6th-level necromancy* - -**Casting Time:** 1 minute - -**Range:** Self - -**Components:** V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) - -**Duration:** Until dispelled - -Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. - -You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a *protection from evil and good* or *magic circle* spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours. - -Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features. - -Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all. - -While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. - -If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. - -When the spell ends, the container is destroyed. - -#### Magic Missile - -*1st-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. - -#### Magic Mouth - -*2nd-level illusion (ritual)* - -**Casting Time:** 1 minute - -**Range:** 30 feet - -**Components:** V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes) - -**Duration:** Until dispelled - -You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. - -When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. - -The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it. - -#### Magic Weapon - -*2nd-level transmutation* - -**Casting Time:** 1 bonus action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. - -#### Magnificent Mansion - -*7th-level conjuration* - -**Casting Time:** 1 minute - -**Range:** 300 feet - -**Components:** V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp) - -**Duration:** 24 hours - -You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. - -Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. - -You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance. - -#### Major Image - -*3rd-level illusion* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a bit of fleece) - -**Duration:** Concentration, up to 10 minutes - -You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). - -As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. - -Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. - -#### Mass Cure Wounds - -*5th-level evocation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th. - -#### Mass Heal - -*9th-level evocation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs. - -#### Mass Healing Word - -*3rd-level evocation* - -**Casting Time:** 1 bonus action - -**Range:** 60 feet - -**Components:** V - -**Duration:** Instantaneous - -As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd. - -#### Mass Suggestion - -*6th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) - -**Duration:** 24 hours - -You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. - -Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. - -You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed. - -If you or any of your companions damage a creature affected by this spell, the spell ends for that creature. - -***At Higher Levels***. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day. - -#### Maze - -*8th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. - -The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds). - -When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space. - -#### Meld into Stone - -*3rd-level transmutation (ritual)* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** 8 hours - -You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. - -While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move. - -Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered. - -#### Mending - -*Transmutation cantrip* - -**Casting Time:** 1 minute - -**Range:** Touch - -**Components:** V, S, M (two lodestones) - -**Duration:** Instantaneous - -This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. - -This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. - -#### Message - -*Transmutation cantrip* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a short piece of copper wire) - -**Duration:** 1 round - -You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. - -You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. - -#### Meteor Swarm - -*9th-level evocation* - -**Casting Time:** 1 action - -**Range:** 1 mile - -**Components:** V, S - -**Duration:** Instantaneous - -Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. - -The spell damages objects in the area and ignites flammable objects that aren't being worn or carried. - -#### Mind Blank - -*8th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** 24 hours - -Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils *wish* spells and spells or effects of similar power used to affect the target's mind or to gain information about the target. - -#### Minor Illusion - -*Illusion cantrip* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** S, M (a bit of fleece) - -**Duration:** 1 minute - -You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. - -If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. - -If you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. - -If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. - -#### Mirage Arcane - -*7th-level illusion* - -**Casting Time:** 10 minutes - -**Range:** Sight - -**Components:** V, S - -**Duration:** 10 days - -You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. - -Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures. - -The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. - -Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion. - -#### Mirror Image - -*2nd-level illusion* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** 1 minute - -Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. - -Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. - -If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. - -A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. - -A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. - -#### Mislead - -*5th-level illusion* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** S - -**Duration:** Concentration, up to 1 hour - -You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. - -You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. - -You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. - -#### Misty Step - -*2nd-level conjuration* - -**Casting Time:** 1 bonus action - -**Range:** Self - -**Components:** V - -**Duration:** Instantaneous - -Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. - -#### Modify Memory - -*5th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified. - -While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. - -You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends. - -A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner. - -A *remove curse* or *greater restoration* spell cast on the target restores the creature's true memory. - -***At Higher Levels***. If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level). - -#### Moonbeam - -*2nd-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) - -**Duration:** Concentration, up to 1 minute - -A silvery beam of pale light shines down in a 5-foot radius, 40-foot high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. - -When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. - -A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light. - -On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. - -#### Move Earth - -*6th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (an iron blade and a small bag containing a mixture of soils-clay, loam, and sand) - -**Duration:** Concentration, up to 2 hours - -Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. - -At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect. - -Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement. - -This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. - -Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it. \ No newline at end of file diff --git a/Documents/Spells/Spells O.md b/Documents/Spells/Spells O.md deleted file mode 100644 index 3bca870..0000000 --- a/Documents/Spells/Spells O.md +++ /dev/null @@ -1,3 +0,0 @@ -# Spells (O) - -none. \ No newline at end of file diff --git a/Documents/Spells/Spells P.md b/Documents/Spells/Spells P.md deleted file mode 100644 index f14fbf1..0000000 --- a/Documents/Spells/Spells P.md +++ /dev/null @@ -1,448 +0,0 @@ -# Spells (P) - -#### Pass without Trace - -*2nd-level abjuration* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) - -**Duration:** Concentration, up to 1 hour - -A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. - -#### Passwall - -*5th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a pinch of sesame seeds) - -**Duration:** 1 hour - -A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. - -When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell. - -#### Phantasmal Killer - -*4th-level illusion* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends. - -***At Higher Levels***. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. - -#### Phantom Steed - -*3rd-level illusion (ritual)* - -**Casting Time:** 1 minute - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** 1 hour - -A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. - -For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage. - -#### Planar Ally - -*6th-level conjuration* - -**Casting Time:** 10 minutes - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (GM's choice). - -When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. - -Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. - -As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. - -After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane. - -A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded. - -#### Planar Binding - -*5th-level abjuration* - -**Casting Time:** 1 hour - -**Range:** 60 feet - -**Components:** V, S, M (a jewel worth at least 1,000 gp, which the spell consumes) - -**Duration:** 24 hours - -With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted *magic circle* in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell. - -A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends. - -***At Higher Levels***. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot. - -#### Plane Shift - -*7th-level conjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence) - -**Duration:** Instantaneous - -You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM's discretion. - -Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. - -You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence. - -#### Plant Growth - -*3rd-level transmutation* - -**Casting Time:** 1 action or 8 hours - -**Range:** 150 feet - -**Components:** V, S - -**Duration:** Instantaneous - -This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. - -If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. - -You can exclude one or more areas of any size within the spell's area from being affected. - -If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. - -#### Poison Spray - -*Conjuration cantrip* - -**Casting Time:** 1 action - -**Range:** 10 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. - -This spell's damage increases by 1d12 when you  reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). - -#### Polymorph - -*4th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a caterpillar cocoon) - -**Duration:** Concentration, up to 1 hour - -This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. - -The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. - -The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. - -The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. - -The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. - -#### Power Word Kill - -*9th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V - -**Duration:** Instantaneous - -You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect. - -#### Power Word Stun - -*8th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V - -**Duration:** Instantaneous - -You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. - -The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends. - -#### Prayer of Healing - -*2nd-level evocation* - -**Casting Time:** 10 minutes - -**Range:** 30 feet - -**Components:** V - -**Duration:** Instantaneous - -Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd. - -#### Prestidigitation - -*Transmutation cantrip* - -**Casting Time:** 1 action - -**Range:** 10 feet - -**Components:** V, S - -**Duration:** Up to 1 hour - -This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within Range: - -- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. -- You instantaneously light or snuff out a candle, a torch, or a small campfire. -- You instantaneously clean or soil an object no larger than 1 cubic foot. -- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. -- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. -- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. - -If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. - -#### Prismatic Spray - -*7th-level evocation* - -**Casting Time:** 1 action - -**Range:** Self (60-foot cone) - -**Components:** V, S - -**Duration:** Instantaneous - -Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. - -- ***Red***. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. -- ***Orange***. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. -- ***Yellow***. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. -- ***Green***. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. -- ***Blue***. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. -- ***Indigo***. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. -- ***Violet***. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) -- ***Special***. The target is struck by two rays. Roll twice more, rerolling any 8. - -#### Prismatic Wall - -*9th-level abjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** 10 minutes - -The spell no longer refers to a rod of cancellation, and the text clarifies that dispel magic works only against the violet layer. - -A shimmering, multicolored plane of light forms a vertical opaque wall-up to 90 feet long, 30 feet high, and 1 inch thick-centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted. - -The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute. - -The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below. - -The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An *antimagic field* has no effect on it. - -- ***Red***. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. -- ***Orange***. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind. -- ***Yellow***. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it. -- ***Green***. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A *passwall* spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. -- ***Blue***. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it. -- ***Indigo***. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a *daylight* spell or a similar spell of equal or higher level. -- ***Violet***. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a *dispel magic* spell or a similar spell of equal or higher level that can end spells and magical effects. - -#### Private Sanctum - -*4th-level abjuration* - -**Casting Time:** 10 minutes - -**Range:** 120 feet - -**Components:** V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite) - -**Duration:** 24 hours - -You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. - -When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: - -- Sound can't pass through the barrier at the edge of the warded area. -- The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. -- Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter. -- Creatures in the area can't be targeted by divination spells. -- Nothing can teleport into or out of the warded area. -- Planar travel is blocked within the warded area. Casting this spell on the same spot every day for a year makes this effect permanent. - -***At Higher Levels***. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level. - -#### Produce Flame - -*Conjuration cantrip* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** 10 minutes - -A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. - -You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. - -This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). - -#### Programmed Illusion - -*6th-level illusion* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a bit of fleece and jade dust worth at least 25 gp) - -**Duration:** Until dispelled - -You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. - -When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. - -The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. - -Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. - -#### Project Image - -*7th-level illusion* - -**Casting Time:** 1 action - -**Range:** 500 miles - -**Components:** V, S, M (a small replica of you made from materials worth at least 5 gp) - -**Duration:** Concentration, up to 1 day - -You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. - -You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. - -You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. - -Physical interaction with the image reveals it to be an illusion, because things can pass through it. A - -creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. - -#### Protection from Energy - -*3rd-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. - -#### Protection from Evil and Good - -*1st-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (holy water or powdered silver and iron, which the spell consumes) - -**Duration:** Concentration up to 10 minutes - -Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. - -The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. - -#### Protection from Poison - -*2nd-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** 1 hour - -You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. - -For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage. - -#### Purify Food and Drink - -*1st-level transmutation (ritual)* - -**Casting Time:** 1 action - -**Range:** 10 feet - -**Components:** V, S - -**Duration:** Instantaneous - -All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. \ No newline at end of file diff --git a/Documents/Spells/Spells Q.md b/Documents/Spells/Spells Q.md deleted file mode 100644 index b7edb96..0000000 --- a/Documents/Spells/Spells Q.md +++ /dev/null @@ -1,3 +0,0 @@ -# Spells (Q) - -None. \ No newline at end of file diff --git a/Documents/Spells/Spells R.md b/Documents/Spells/Spells R.md deleted file mode 100644 index 60bdc2d..0000000 --- a/Documents/Spells/Spells R.md +++ /dev/null @@ -1,231 +0,0 @@ -# Spells (R) - -#### Raise Dead - -*5th-level necromancy* - -**Casting Time:** 1 hour - -**Range:** Touch - -**Components:** V, S, M (a diamond worth at least 500 gp, which the spell consumes) - -**Duration:** Instantaneous - -You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. - -This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life. - -This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival-its head, for instance-the spell automatically fails. - -Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. - -#### Ray of Enfeeblement - -*2nd-level necromancy* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. - -At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends. - -#### Ray of Frost - -*Evocation cantrip* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. - -The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). - -#### Regenerate - -*7th-level transmutation* - -**Casting Time:** 1 minute - -**Range:** Touch - -**Components:** V, S, M (a prayer wheel and holy water) - -**Duration:** 1 hour - -You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). - -The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. - -#### Reincarnate - -*5th-level transmutation* - -**Casting Time:** 1 hour - -**Range:** Touch - -**Components:** V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes) - -**Duration:** Instantaneous - -You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. - -If the target's soul isn't free or willing to do so, the spell fails. - -The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The GM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form. - -**Table- Reincarnate Race** - -| d100 | Race | -|-------|---------------------| -| 01-04 | Dragonborn | -| 05-13 | Dwarf, hill | -| 14-21 | Dwarf, mountain | -| 22-25 | Elf, dark | -| 26-34 | Elf, high | -| 35-42 | Elf, wood | -| 43-46 | Gnome, forest | -| 47-52 | Gnome, rock | -| 53-56 | Half-elf | -| 57-60 | Half-orc | -| 61-68 | Halfling, lightfoot | -| 69-76 | Halfling, stout | -| 77-96 | Human | -| 97-00 | Tiefling | -| | | - -The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly. - -#### Remove Curse - -*3rd-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Instantaneous - -At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded. - -#### Resilient Sphere - -*4th-level evocation* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic) - -**Duration:** Concentration, up to 1 minute - -A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. - -Nothing-not physical objects, energy, or other spell effects-can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. - -The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures. - -A *disintegrate* spell targeting the globe destroys it without harming anything inside it. - -#### Resistance - -*Abjuration cantrip* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a miniature cloak) - -**Duration:** Concentration, up to 1 minute - -You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends. - -#### Resurrection - -*7th-level necromancy* - -**Casting Time:** 1 hour - -**Range:** Touch - -**Components:** V, S, M (a diamond worth at least 1,000 gp, which the spell consumes) - -**Duration:** Instantaneous - -You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points. - -This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life. - -This spell closes all mortal wounds and restores any missing body parts. - -Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. - -Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws. - -#### Reverse Gravity - -*7th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 100 feet - -**Components:** V, S, M (a lodestone and iron filings) - -**Duration:** Concentration, up to 1 minute - -This spell reverses gravity in a 50-foot radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. - -If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. - -At the end of the duration, affected objects and creatures fall back down. - -#### Revivify - -*3rd-level necromancy* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (diamonds worth 300 gp, which the spell consumes) - -**Duration:** Instantaneous - -You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts. - -#### Rope Trick - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (powdered corn extract and a twisted loop of parchment) - -**Duration:** 1 hour - -You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. - -The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. - -Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope. - -Anything inside the extradimensional space drops out when the spell ends. \ No newline at end of file diff --git a/Documents/Spells/Spells S.md b/Documents/Spells/Spells S.md deleted file mode 100644 index 9640b77..0000000 --- a/Documents/Spells/Spells S.md +++ /dev/null @@ -1,678 +0,0 @@ -# Spells (S) - -#### Sacred Flame - -*Evocation cantrip* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. - -The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). - -#### Sanctuary - -*1st-level abjuration* - -**Casting Time:** 1 bonus action - -**Range:** 30 feet - -**Components:** V, S, M (a small silver mirror) - -**Duration:** 1 minute - -You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. - -If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends. - -#### Scorching Ray - -*2nd-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. - -Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. - -#### Scrying - -*5th-level divination* - -**Casting Time:** 10 minutes - -**Range:** Self - -**Components:** V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water) - -**Duration:** Concentration, up to 10 minutes - -You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. - -**Table- Scrying Save Modifier** - -| Knowledge | Save Modifier | -|---------------------------------------------------|---------------| -| Secondhand (you have heard of the target) | +5 | -| Firsthand (you have met the target) | +0 | -| Familiar (you know the target well) | -5 | -| Connection | Save Modifier | -| Likeness or picture | -2 | -| Possession or garment | -4 | -| Body part, lock of hair, bit of nail, or the like | -10 | -| | | - -On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. - -On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. - -Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move. - -#### Secret Chest - -*4th-level conjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp) - -**Duration:** Instantaneous - -You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). - -While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. - -After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost. - -#### See Invisibility - -*2nd-level divination* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a pinch of talc and a small sprinkling of powdered silver) - -**Duration:** 1 hour - -For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. - -#### Seeming - -*5th-level illusion* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** 8 hours - -This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. - -The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner. - -The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. - -A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised. - -#### Sending - -*3rd-level evocation* - -**Casting Time:** 1 action - -**Range:** Unlimited - -**Components:** V, S, M (a short piece of fine copper wire) - -**Duration:** 1 round - -You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. - -You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. - -#### Sequester - -*7th-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes) - -**Duration:** Until dispelled - -By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells. - -If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older. - -You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage. - -#### Shapechange - -*9th-level transmutation* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell) - -**Duration:** Concentration, up to 1 hour - -You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. - -Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form. - -You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. - -You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. - -When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. - -During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value. - -#### Shatter - -*2nd-level evocation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a chip of mica) - -**Duration:** Instantaneous - -A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. - -A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. - -#### Shield - -*1st-level abjuration* - -**Casting Time:** 1 reaction, which you take when you are hit by an attack or targeted by the *magic missile* spell - -**Range:** Self - -**Components:** V, S - -**Duration:** 1 round - -An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from *magic missile*. - -#### Shield of Faith - -*1st-level abjuration* - -**Casting Time:** 1 bonus action - -**Range:** 60 feet - -**Components:** V, S, M (a small parchment with a bit of holy text written on it) - -**Duration:** Concentration, up to 10 minutes - -A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. - -#### Shillelagh - -*Transmutation cantrip* - -**Casting Time:** 1 bonus action - -**Range:** Touch - -**Components:** V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) - -**Duration:** 1 minute - -The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon. - -#### Shocking Grasp - -*Evocation cantrip* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Instantaneous - -Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. - -The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). - -#### Silence - -*2nd-level illusion (ritual)* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -For the duration, no sound can be created within or pass through a 20-foot radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. - -#### Silent Image - -*1st-level illusion* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a bit of fleece) - -**Duration:** Concentration, up to 10 minutes - -You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. - -You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. - -Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. - -#### Simulacrum - -*7th-level illusion* - -**Casting Time:** 12 hours - -**Range:** Touch - -**Components:** V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell) - -**Duration:** Until dispelled - -You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct. - -The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. - -If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. - -If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed. - -#### Sleep - -*1st-level enchantment* - -**Casting Time:** 1 action - -**Range:** 90 feet - -**Components:** V, S, M (a pinch of fine sand, rose petals, or a cricket) - -**Duration:** 1 minute - -This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). - -Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. - -Undead and creatures immune to being charmed aren't affected by this spell. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. - -#### Sleet Storm - -*3rd-level conjuration* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S, M (a pinch of dust and a few drops of water) - -**Duration:** Concentration, up to 1 minute - -Until the spell ends, freezing rain and sleet fall in a 20-foot tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. - -The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. - -If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. - -#### Slow - -*3rd-level transmutation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a drop of molasses) - -**Duration:** Concentration, up to 1 minute - -You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. - -An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. - -If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. - -A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it. - -#### Spare the Dying - -*Necromancy cantrip* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Instantaneous - -You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. - -#### Speak with Animals - -*1st-level divination (ritual)* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** 10 minutes - -You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion. - -#### Speak with Dead - -*3rd-level necromancy* - -**Casting Time:** 1 action - -**Range:** 10 feet - -**Components:** V, S, M (burning incense) - -**Duration:** 10 minutes - -You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days. - -Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events. - -#### Speak with Plants - -*3rd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Self (30-foot radius) - -**Components:** V, S - -**Duration:** 10 minutes - -You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. - -You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. - -Plants might be able to perform other tasks on your behalf, at the GM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. - -If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. - -This spell can cause the plants created by the *entangle* spell to release a restrained creature. - -#### Spider Climb - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a drop of bitumen and a spider) - -**Duration:** Concentration, up to 1 hour - -Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed. - -#### Spike Growth - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point) - -**Duration:** Concentration, up to 10 minutes - -The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. - -The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. - -#### Spirit Guardians - -*3rd-level conjuration* - -**Casting Time:** 1 action - -**Range:** Self (15-foot radius) - -**Components:** V, S, M (a holy symbol) - -**Duration:** Concentration, up to 10 minutes - -You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. - -When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. - -#### Spiritual Weapon - -*2nd-level evocation* - -**Casting Time:** 1 bonus action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** 1 minute - -You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. - -As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. - -The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd. - -#### Stinking Cloud - -*3rd-level conjuration* - -**Casting Time:** 1 action - -**Range:** 90 feet - -**Components:** V, S, M (a rotten egg or several skunk cabbage leaves) - -**Duration:** Concentration, up to 1 minute - -You create a 20-foot radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. - -Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. - -A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. - -#### Stone Shape - -*4th-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object) - -**Duration:** Instantaneous - -You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible. - -#### Stoneskin - -*4th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (diamond dust worth 100 gp, which the spell consumes) - -**Duration:** Concentration, up to 1 hour - -This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage. - -#### Storm of Vengeance - -*9th-level conjuration* - -**Casting Time:** 1 action - -**Range:** Sight - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. - -Each round you maintain concentration on this spell, the storm produces different effects on your turn. - -***Round 2***. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. - -***Round 3***. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. - -***Round 4***. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. - -***Round 5-10***. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical. - -#### Suggestion - -*2nd-level enchantment* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) - -**Duration:** Concentration, up to 8 hours - -You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. - -The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. - -You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. - -If you or any of your companions damage the target, the spell ends. - -#### Sunbeam - -*6th-level evocation* - -**Casting Time:** 1 action - -**Range:** Self (60-foot line) - -**Components:** V, S, M (a magnifying glass) - -**Duration:** Concentration, up to 1 minute - -A beam of brilliant light flashes out from your hand in a 5-foot wide, 60-foot long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. - -You can create a new line of radiance as your action on any turn until the spell ends. - -For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight. - -#### Sunburst - -*8th-level evocation* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S, M (fire and a piece of sunstone) - -**Duration:** Instantaneous - -Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. - -A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. - -This spell dispels any darkness in its area that was created by a spell. - -#### Symbol - -*7th-level abjuration* - -**Casting Time:** 1 minute - -**Range:** Touch - -**Components:** V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes) - -**Duration:** Until dispelled or triggered - -When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. - -The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. - -You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph. - -You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password. - -When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there. - -***Death***. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save. - -***Discord***. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks. - -***Fear***. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able. - -***Hopelessness***. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects. - -***Insanity***. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The GM controls its movement, which is erratic. - -***Pain***. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save. - -***Sleep***. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake. - -***Stunning***. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save. \ No newline at end of file diff --git a/Documents/Spells/Spells T.md b/Documents/Spells/Spells T.md deleted file mode 100644 index 5a220b0..0000000 --- a/Documents/Spells/Spells T.md +++ /dev/null @@ -1,295 +0,0 @@ -# Spells (T) - -#### Telekinesis - -*5th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. - -***Creature***. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. - -On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. - -***Object***. You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. - -If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. - -You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. - -#### Telepathic Bond - -*5th-level divination (ritual)* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (pieces of eggshell from two different kinds of creatures) - -**Duration:** 1 hour - -You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell. - -Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence. - -#### Teleport - -*7th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 10 feet - -**Components:** V - -**Duration:** Instantaneous - -This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. - -The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table. - -**Table- Teleport Familiarity** - -| Familiarity | Mishap | Similar Area | Off Target | On Target | -|-------------------|--------|--------------|------------|-----------| -| Permanent circle | - | - | - | 01-100 | -| Associated object | - | - | - | 01-100 | -| Very familiar | 01-05 | 06-13 | 14-24 | 25-100 | -| Seen casually | 01-33 | 34-43 | 44-53 | 54-100 | -| Viewed once | 01-43 | 44-53 | 54-73 | 74-100 | -| Description | 01-43 | 44-53 | 54-73 | 74-100 | -| False destination | 01-50 | 51-100 | - | - | -| | | | | | - -***Familiarity***. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb. - -"Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map. - -"False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists. - -***On Target***. You and your group (or the target object) appear where you want to. - -***Off Target***. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. - -***Similar Area***. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane. - -***Mishap***. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). - -#### Teleportation Circle - -*5th-level conjuration* - -**Casting Time:** 1 minute - -**Range:** 10 feet - -**Components:** V, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes) - -**Duration:** 1 round - -As you cast the spell, you draw a 10-foot diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. - -Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence-a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. - -You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. - -#### Thaumaturgy - -*Transmutation cantrip* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V - -**Duration:** Up to 1 minute - -You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within Range: - -- Your voice booms up to three times as loud as normal for 1 minute. -- You cause flames to flicker, brighten, dim, or change color for 1 minute. -- You cause harmless tremors in the ground for 1 minute. -- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. -- You instantaneously cause an unlocked door or window to fly open or slam shut. -- You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. - -#### Thunderwave - -*1st-level evocation* - -**Casting Time:** 1 action - -**Range:** Self (15-foot cube) - -**Components:** V, S - -**Duration:** Instantaneous - -A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. - -In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. - -#### Time Stop - -*9th-level transmutation* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V - -**Duration:** Instantaneous - -You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. - -This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it. - -#### Tiny Hut - -*3rd-level evocation (ritual)* - -**Casting Time:** 1 minute - -**Range:** Self (10-foot radius hemisphere) - -**Components:** V, S, M (a small crystal bead) - -**Duration:** 8 hours - -A 10-foot radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. - -Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. - -Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. - -#### Tongues - -*3rd-level divination* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, M (a small clay model of a ziggurat) - -**Duration:** 1 hour - -This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says. - -#### Transport via Plants - -*6th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 10 feet - -**Components:** V, S - -**Duration:** 1 round - -This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement. - -#### Tree Stride - -*5th-level conjuration* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. - -You can use this transportation ability once per round for the duration. You must end each turn outside a tree. - -#### True Polymorph - -*9th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke) - -**Duration:** Concentration, up to 1 hour - -Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled. - -This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. - -***Creature into Creature***. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. - -The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. - -The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech, unless its new form is capable of such actions. - -The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. - -***Object into Creature***. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature's statistics and resolves all of its actions and movement. - -If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it. - -***Creature into Object***. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form. - -#### True Resurrection - -*9th-level necromancy* - -**Casting Time:** 1 hour - -**Range:** Touch - -**Components:** V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes) - -**Duration:** Instantaneous - -You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. - -This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form. - -The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you. - -#### True Seeing - -*6th-level divination* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell) - -**Duration:** 1 hour - -This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. - -#### True Strike - -*Divination cantrip* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** S - -**Duration:** Concentration, up to 1 round - -You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended. \ No newline at end of file diff --git a/Documents/Spells/Spells V.md b/Documents/Spells/Spells V.md deleted file mode 100644 index b1c1e17..0000000 --- a/Documents/Spells/Spells V.md +++ /dev/null @@ -1,33 +0,0 @@ -# Spells (V) - -#### Vampiric Touch - -*3rd-level necromancy* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. - -#### Vicious Mockery - -*Enchantment cantrip* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V - -**Duration:** Instantaneous - -You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. - -This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). \ No newline at end of file diff --git a/Documents/Spells/Spells W.md b/Documents/Spells/Spells W.md deleted file mode 100644 index 2ee022d..0000000 --- a/Documents/Spells/Spells W.md +++ /dev/null @@ -1,263 +0,0 @@ -# Spells (W) - -#### Wall of Fire - -*4th-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a small piece of phosphorus) - -**Duration:** Concentration, up to 1 minute - -You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. - -When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. - -One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. - -***At Higher Levels***. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. - -#### Wall of Force - -*5th-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a pinch of powder made by crushing a clear gemstone) - -**Duration:** Concentration, up to 10 minutes - -An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). - -Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by *dispel magic*. A *disintegrate* spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall. - -#### Wall of Ice - -*6th-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a small piece of quartz) - -**Duration:** Concentration, up to 10 minutes - -You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. - -If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. - -The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th. - -#### Wall of Stone - -*5th-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a small block of granite) - -**Duration:** Concentration, up to 10 minutes - -A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. - -If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. - -The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. - -If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. - -The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM's discretion. - -If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends. - -#### Wall of Thorns - -*6th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a handful of thorns) - -**Duration:** Concentration, up to 10 minutes - -You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. - -When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. - -A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th. - -#### Warding Bond - -*2nd-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration) - -**Duration:** 1 hour - -This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. - -The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. - -#### Water Breathing - -*3rd-level transmutation (ritual)* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a short reed or piece of straw) - -**Duration:** 24 hours - -This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. - -#### Water Walk - -*3rd-level transmutation (ritual)* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a piece of cork) - -**Duration:** 1 hour - -This spell grants the ability to move across any liquid surface-such as water, acid, mud, snow, quicksand, or lava-as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. - -If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round. - -#### Web - -*2nd-level conjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a bit of spiderweb) - -**Duration:** Concentration, up to 1 hour - -You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. - -If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. - -Each creature that starts its turn in the webs or that enters them during its turn must make a - -Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. - -A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. - -The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. - -#### Weird - -*9th-level illusion* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Concentration, up to one minute - -Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature. - -#### Wind Walk - -*6th-level transmutation* - -**Casting Time:** 1 minute - -**Range:** 30 feet - -**Components:** V, S, M (fire and holy water) - -**Duration:** 8 hours - -You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation. - -If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance. - -#### Wind Wall - -*3rd-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a tiny fan and a feather of exotic origin) - -**Duration:** Concentration, up to 1 minute - -A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. - -When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. - -The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it. - -#### Wish - -*9th-level conjuration* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V - -**Duration:** Instantaneous - -*Wish* is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. - -The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. - -Alternatively, you can create one of the following effects of your choice: - -- You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. -- You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the *greater restoration* spell. -- You grant up to ten creatures that you can see resistance to a damage type you choose. -- You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack. -- You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a *wish* spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll. - -You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner. - -The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast *wish* ever again if you suffer this stress. - -#### Word of Recall - -*6th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 5 feet - -**Components:** V - -**Duration:** Instantaneous - -You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. - -You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect. \ No newline at end of file diff --git a/Documents/Spells/Spells X.md b/Documents/Spells/Spells X.md deleted file mode 100644 index c2df1da..0000000 --- a/Documents/Spells/Spells X.md +++ /dev/null @@ -1,3 +0,0 @@ -# Spells (X) - -None. \ No newline at end of file diff --git a/Documents/Spells/Spells Y.md b/Documents/Spells/Spells Y.md deleted file mode 100644 index 5c90486..0000000 --- a/Documents/Spells/Spells Y.md +++ /dev/null @@ -1,3 +0,0 @@ -# Spells (Y) - -None. \ No newline at end of file diff --git a/Documents/Spells/Spider Climb.md b/Documents/Spells/Spider Climb.md new file mode 100644 index 0000000..976b147 --- /dev/null +++ b/Documents/Spells/Spider Climb.md @@ -0,0 +1,13 @@ +### Spider Climb + +*2nd-level transmutation* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (a drop of bitumen and a spider) + +**Duration:** Concentration, up to 1 hour + +Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed. \ No newline at end of file diff --git a/Documents/Spells/Spike Growth.md b/Documents/Spells/Spike Growth.md new file mode 100644 index 0000000..4e54ba0 --- /dev/null +++ b/Documents/Spells/Spike Growth.md @@ -0,0 +1,15 @@ +### Spike Growth + +*2nd-level transmutation* + +**Casting Time:** 1 action + +**Range:** 150 feet + +**Components:** V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point) + +**Duration:** Concentration, up to 10 minutes + +The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. + +The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. \ No newline at end of file diff --git a/Documents/Spells/Spirit Guardians.md b/Documents/Spells/Spirit Guardians.md new file mode 100644 index 0000000..97e275a --- /dev/null +++ b/Documents/Spells/Spirit Guardians.md @@ -0,0 +1,17 @@ +### Spirit Guardians + +*3rd-level conjuration* + +**Casting Time:** 1 action + +**Range:** Self (15-foot radius) + +**Components:** V, S, M (a holy symbol) + +**Duration:** Concentration, up to 10 minutes + +You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. + +When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. + +***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. \ No newline at end of file diff --git a/Documents/Spells/Spiritual Weapon.md b/Documents/Spells/Spiritual Weapon.md new file mode 100644 index 0000000..fe8f907 --- /dev/null +++ b/Documents/Spells/Spiritual Weapon.md @@ -0,0 +1,19 @@ +### Spiritual Weapon + +*2nd-level evocation* + +**Casting Time:** 1 bonus action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** 1 minute + +You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. + +As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. + +The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon. + +***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd. \ No newline at end of file diff --git a/Documents/Spells/Stinking Cloud.md b/Documents/Spells/Stinking Cloud.md new file mode 100644 index 0000000..bcd28a2 --- /dev/null +++ b/Documents/Spells/Stinking Cloud.md @@ -0,0 +1,17 @@ +### Stinking Cloud + +*3rd-level conjuration* + +**Casting Time:** 1 action + +**Range:** 90 feet + +**Components:** V, S, M (a rotten egg or several skunk cabbage leaves) + +**Duration:** Concentration, up to 1 minute + +You create a 20-foot radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. + +Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. + +A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. \ No newline at end of file diff --git a/Documents/Spells/Stone Shape.md b/Documents/Spells/Stone Shape.md new file mode 100644 index 0000000..d73d28c --- /dev/null +++ b/Documents/Spells/Stone Shape.md @@ -0,0 +1,13 @@ +### Stone Shape + +*4th-level transmutation* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object) + +**Duration:** Instantaneous + +You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible. \ No newline at end of file diff --git a/Documents/Spells/Stoneskin.md b/Documents/Spells/Stoneskin.md new file mode 100644 index 0000000..1ba831f --- /dev/null +++ b/Documents/Spells/Stoneskin.md @@ -0,0 +1,13 @@ +### Stoneskin + +*4th-level abjuration* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (diamond dust worth 100 gp, which the spell consumes) + +**Duration:** Concentration, up to 1 hour + +This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage. \ No newline at end of file diff --git a/Documents/Spells/Storm of Vengeance.md b/Documents/Spells/Storm of Vengeance.md new file mode 100644 index 0000000..74a6093 --- /dev/null +++ b/Documents/Spells/Storm of Vengeance.md @@ -0,0 +1,23 @@ +### Storm of Vengeance + +*9th-level conjuration* + +**Casting Time:** 1 action + +**Range:** Sight + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. + +Each round you maintain concentration on this spell, the storm produces different effects on your turn. + +***Round 2***. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. + +***Round 3***. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. + +***Round 4***. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. + +***Round 5-10***. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical. \ No newline at end of file diff --git a/Documents/Spells/Suggestion.md b/Documents/Spells/Suggestion.md new file mode 100644 index 0000000..0aed144 --- /dev/null +++ b/Documents/Spells/Suggestion.md @@ -0,0 +1,19 @@ +### Suggestion + +*2nd-level enchantment* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) + +**Duration:** Concentration, up to 8 hours + +You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. + +The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. + +You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. + +If you or any of your companions damage the target, the spell ends. \ No newline at end of file diff --git a/Documents/Spells/Sunbeam.md b/Documents/Spells/Sunbeam.md new file mode 100644 index 0000000..6012525 --- /dev/null +++ b/Documents/Spells/Sunbeam.md @@ -0,0 +1,17 @@ +### Sunbeam + +*6th-level evocation* + +**Casting Time:** 1 action + +**Range:** Self (60-foot line) + +**Components:** V, S, M (a magnifying glass) + +**Duration:** Concentration, up to 1 minute + +A beam of brilliant light flashes out from your hand in a 5-foot wide, 60-foot long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. + +You can create a new line of radiance as your action on any turn until the spell ends. + +For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight. \ No newline at end of file diff --git a/Documents/Spells/Sunburst.md b/Documents/Spells/Sunburst.md new file mode 100644 index 0000000..aec1b45 --- /dev/null +++ b/Documents/Spells/Sunburst.md @@ -0,0 +1,17 @@ +### Sunburst + +*8th-level evocation* + +**Casting Time:** 1 action + +**Range:** 150 feet + +**Components:** V, S, M (fire and a piece of sunstone) + +**Duration:** Instantaneous + +Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. + +A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. + +This spell dispels any darkness in its area that was created by a spell. \ No newline at end of file diff --git a/Documents/Spells/Symbol.md b/Documents/Spells/Symbol.md new file mode 100644 index 0000000..60d4bff --- /dev/null +++ b/Documents/Spells/Symbol.md @@ -0,0 +1,37 @@ +### Symbol + +*7th-level abjuration* + +**Casting Time:** 1 minute + +**Range:** Touch + +**Components:** V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes) + +**Duration:** Until dispelled or triggered + +When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. + +The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. + +You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph. + +You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password. + +When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there. + +***Death***. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save. + +***Discord***. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks. + +***Fear***. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able. + +***Hopelessness***. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects. + +***Insanity***. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The GM controls its movement, which is erratic. + +***Pain***. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save. + +***Sleep***. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake. + +***Stunning***. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save. \ No newline at end of file diff --git a/Documents/Spells/Telekinesis.md b/Documents/Spells/Telekinesis.md new file mode 100644 index 0000000..98316b4 --- /dev/null +++ b/Documents/Spells/Telekinesis.md @@ -0,0 +1,23 @@ +### Telekinesis + +*5th-level transmutation* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Concentration, up to 10 minutes + +You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. + +***Creature***. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. + +On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. + +***Object***. You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. + +If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. + +You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. \ No newline at end of file diff --git a/Documents/Spells/Telepathic Bond.md b/Documents/Spells/Telepathic Bond.md new file mode 100644 index 0000000..790f8e8 --- /dev/null +++ b/Documents/Spells/Telepathic Bond.md @@ -0,0 +1,15 @@ +### Telepathic Bond + +*5th-level divination (ritual)* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (pieces of eggshell from two different kinds of creatures) + +**Duration:** 1 hour + +You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell. + +Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence. \ No newline at end of file diff --git a/Documents/Spells/Teleport.md b/Documents/Spells/Teleport.md new file mode 100644 index 0000000..9d777af --- /dev/null +++ b/Documents/Spells/Teleport.md @@ -0,0 +1,42 @@ +### Teleport + +*7th-level conjuration* + +**Casting Time:** 1 action + +**Range:** 10 feet + +**Components:** V + +**Duration:** Instantaneous + +This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. + +The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table. + +**Table- Teleport Familiarity** + +| Familiarity | Mishap | Similar Area | Off Target | On Target | +|-------------------|--------|--------------|------------|-----------| +| Permanent circle | - | - | - | 01-100 | +| Associated object | - | - | - | 01-100 | +| Very familiar | 01-05 | 06-13 | 14-24 | 25-100 | +| Seen casually | 01-33 | 34-43 | 44-53 | 54-100 | +| Viewed once | 01-43 | 44-53 | 54-73 | 74-100 | +| Description | 01-43 | 44-53 | 54-73 | 74-100 | +| False destination | 01-50 | 51-100 | - | - | +| | | | | | + +***Familiarity***. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb. + +"Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map. + +"False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists. + +***On Target***. You and your group (or the target object) appear where you want to. + +***Off Target***. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. + +***Similar Area***. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane. + +***Mishap***. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). \ No newline at end of file diff --git a/Documents/Spells/Teleportation Circle.md b/Documents/Spells/Teleportation Circle.md new file mode 100644 index 0000000..7f12185 --- /dev/null +++ b/Documents/Spells/Teleportation Circle.md @@ -0,0 +1,17 @@ +### Teleportation Circle + +*5th-level conjuration* + +**Casting Time:** 1 minute + +**Range:** 10 feet + +**Components:** V, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes) + +**Duration:** 1 round + +As you cast the spell, you draw a 10-foot diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. + +Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence-a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. + +You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. \ No newline at end of file diff --git a/Documents/Spells/Thaumaturgy.md b/Documents/Spells/Thaumaturgy.md new file mode 100644 index 0000000..9dea242 --- /dev/null +++ b/Documents/Spells/Thaumaturgy.md @@ -0,0 +1,20 @@ +### Thaumaturgy + +*Transmutation cantrip* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V + +**Duration:** Up to 1 minute + +You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within Range: + +- Your voice booms up to three times as loud as normal for 1 minute. +- You cause flames to flicker, brighten, dim, or change color for 1 minute. +- You cause harmless tremors in the ground for 1 minute. +- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. +- You instantaneously cause an unlocked door or window to fly open or slam shut. +- You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. \ No newline at end of file diff --git a/Documents/Spells/Thunderwave.md b/Documents/Spells/Thunderwave.md new file mode 100644 index 0000000..1fdcf47 --- /dev/null +++ b/Documents/Spells/Thunderwave.md @@ -0,0 +1,17 @@ +### Thunderwave + +*1st-level evocation* + +**Casting Time:** 1 action + +**Range:** Self (15-foot cube) + +**Components:** V, S + +**Duration:** Instantaneous + +A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. + +In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. + +***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. \ No newline at end of file diff --git a/Documents/Spells/Time Stop.md b/Documents/Spells/Time Stop.md new file mode 100644 index 0000000..d56737b --- /dev/null +++ b/Documents/Spells/Time Stop.md @@ -0,0 +1,15 @@ +### Time Stop + +*9th-level transmutation* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V + +**Duration:** Instantaneous + +You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. + +This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it. \ No newline at end of file diff --git a/Documents/Spells/Tiny Hut.md b/Documents/Spells/Tiny Hut.md new file mode 100644 index 0000000..e5ab46a --- /dev/null +++ b/Documents/Spells/Tiny Hut.md @@ -0,0 +1,17 @@ +### Tiny Hut + +*3rd-level evocation (ritual)* + +**Casting Time:** 1 minute + +**Range:** Self (10-foot radius hemisphere) + +**Components:** V, S, M (a small crystal bead) + +**Duration:** 8 hours + +A 10-foot radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. + +Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. + +Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. \ No newline at end of file diff --git a/Documents/Spells/Tongues.md b/Documents/Spells/Tongues.md new file mode 100644 index 0000000..bb8fc25 --- /dev/null +++ b/Documents/Spells/Tongues.md @@ -0,0 +1,13 @@ +### Tongues + +*3rd-level divination* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, M (a small clay model of a ziggurat) + +**Duration:** 1 hour + +This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says. \ No newline at end of file diff --git a/Documents/Spells/Transport via Plants.md b/Documents/Spells/Transport via Plants.md new file mode 100644 index 0000000..7a7cad7 --- /dev/null +++ b/Documents/Spells/Transport via Plants.md @@ -0,0 +1,13 @@ +### Transport via Plants + +*6th-level conjuration* + +**Casting Time:** 1 action + +**Range:** 10 feet + +**Components:** V, S + +**Duration:** 1 round + +This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement. \ No newline at end of file diff --git a/Documents/Spells/Tree Stride.md b/Documents/Spells/Tree Stride.md new file mode 100644 index 0000000..3aefa3a --- /dev/null +++ b/Documents/Spells/Tree Stride.md @@ -0,0 +1,15 @@ +### Tree Stride + +*5th-level conjuration* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. + +You can use this transportation ability once per round for the duration. You must end each turn outside a tree. \ No newline at end of file diff --git a/Documents/Spells/True Polymorph.md b/Documents/Spells/True Polymorph.md new file mode 100644 index 0000000..deba149 --- /dev/null +++ b/Documents/Spells/True Polymorph.md @@ -0,0 +1,29 @@ +### True Polymorph + +*9th-level transmutation* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke) + +**Duration:** Concentration, up to 1 hour + +Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled. + +This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. + +***Creature into Creature***. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. + +The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. + +The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech, unless its new form is capable of such actions. + +The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. + +***Object into Creature***. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature's statistics and resolves all of its actions and movement. + +If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it. + +***Creature into Object***. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form. \ No newline at end of file diff --git a/Documents/Spells/True Resurrection.md b/Documents/Spells/True Resurrection.md new file mode 100644 index 0000000..23341b6 --- /dev/null +++ b/Documents/Spells/True Resurrection.md @@ -0,0 +1,17 @@ +### True Resurrection + +*9th-level necromancy* + +**Casting Time:** 1 hour + +**Range:** Touch + +**Components:** V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes) + +**Duration:** Instantaneous + +You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. + +This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form. + +The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you. \ No newline at end of file diff --git a/Documents/Spells/True Seeing.md b/Documents/Spells/True Seeing.md new file mode 100644 index 0000000..836200b --- /dev/null +++ b/Documents/Spells/True Seeing.md @@ -0,0 +1,13 @@ +### True Seeing + +*6th-level divination* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell) + +**Duration:** 1 hour + +This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. \ No newline at end of file diff --git a/Documents/Spells/True Strike.md b/Documents/Spells/True Strike.md new file mode 100644 index 0000000..22c2d3c --- /dev/null +++ b/Documents/Spells/True Strike.md @@ -0,0 +1,13 @@ +### True Strike + +*Divination cantrip* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** S + +**Duration:** Concentration, up to 1 round + +You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended. \ No newline at end of file diff --git a/Documents/Spells/Spells U.md b/Documents/Spells/Unseen Servant.md similarity index 96% rename from Documents/Spells/Spells U.md rename to Documents/Spells/Unseen Servant.md index 326234e..df7dcf6 100644 --- a/Documents/Spells/Spells U.md +++ b/Documents/Spells/Unseen Servant.md @@ -1,6 +1,4 @@ -# Spells (U) - -#### Unseen Servant +### Unseen Servant *1st-level conjuration (ritual)* diff --git a/Documents/Spells/Vampiric Touch.md b/Documents/Spells/Vampiric Touch.md new file mode 100644 index 0000000..aa055e6 --- /dev/null +++ b/Documents/Spells/Vampiric Touch.md @@ -0,0 +1,15 @@ +### Vampiric Touch + +*3rd-level necromancy* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. + +***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. \ No newline at end of file diff --git a/Documents/Spells/Vicious Mockery.md b/Documents/Spells/Vicious Mockery.md new file mode 100644 index 0000000..decd66b --- /dev/null +++ b/Documents/Spells/Vicious Mockery.md @@ -0,0 +1,15 @@ +### Vicious Mockery + +*Enchantment cantrip* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V + +**Duration:** Instantaneous + +You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. + +This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). \ No newline at end of file diff --git a/Documents/Spells/Wall of Fire.md b/Documents/Spells/Wall of Fire.md new file mode 100644 index 0000000..45eafce --- /dev/null +++ b/Documents/Spells/Wall of Fire.md @@ -0,0 +1,19 @@ +### Wall of Fire + +*4th-level evocation* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S, M (a small piece of phosphorus) + +**Duration:** Concentration, up to 1 minute + +You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. + +When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. + +One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. + +***At Higher Levels***. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. \ No newline at end of file diff --git a/Documents/Spells/Wall of Force.md b/Documents/Spells/Wall of Force.md new file mode 100644 index 0000000..8e9d318 --- /dev/null +++ b/Documents/Spells/Wall of Force.md @@ -0,0 +1,15 @@ +### Wall of Force + +*5th-level evocation* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S, M (a pinch of powder made by crushing a clear gemstone) + +**Duration:** Concentration, up to 10 minutes + +An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). + +Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by *dispel magic*. A *disintegrate* spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall. \ No newline at end of file diff --git a/Documents/Spells/Wall of Ice.md b/Documents/Spells/Wall of Ice.md new file mode 100644 index 0000000..a76acc4 --- /dev/null +++ b/Documents/Spells/Wall of Ice.md @@ -0,0 +1,19 @@ +### Wall of Ice + +*6th-level evocation* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S, M (a small piece of quartz) + +**Duration:** Concentration, up to 10 minutes + +You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. + +If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. + +The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. + +***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th. \ No newline at end of file diff --git a/Documents/Spells/Wall of Stone.md b/Documents/Spells/Wall of Stone.md new file mode 100644 index 0000000..3cd545a --- /dev/null +++ b/Documents/Spells/Wall of Stone.md @@ -0,0 +1,23 @@ +### Wall of Stone + +*5th-level evocation* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S, M (a small block of granite) + +**Duration:** Concentration, up to 10 minutes + +A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. + +If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. + +The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. + +If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. + +The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM's discretion. + +If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends. \ No newline at end of file diff --git a/Documents/Spells/Wall of Thorns.md b/Documents/Spells/Wall of Thorns.md new file mode 100644 index 0000000..392e33f --- /dev/null +++ b/Documents/Spells/Wall of Thorns.md @@ -0,0 +1,19 @@ +### Wall of Thorns + +*6th-level conjuration* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S, M (a handful of thorns) + +**Duration:** Concentration, up to 10 minutes + +You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. + +When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. + +A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one. + +***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th. \ No newline at end of file diff --git a/Documents/Spells/Warding Bond.md b/Documents/Spells/Warding Bond.md new file mode 100644 index 0000000..7f2ce7a --- /dev/null +++ b/Documents/Spells/Warding Bond.md @@ -0,0 +1,15 @@ +### Warding Bond + +*2nd-level abjuration* + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration) + +**Duration:** 1 hour + +This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. + +The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. \ No newline at end of file diff --git a/Documents/Spells/Water Breathing.md b/Documents/Spells/Water Breathing.md new file mode 100644 index 0000000..54c9063 --- /dev/null +++ b/Documents/Spells/Water Breathing.md @@ -0,0 +1,13 @@ +### Water Breathing + +*3rd-level transmutation (ritual)* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (a short reed or piece of straw) + +**Duration:** 24 hours + +This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. \ No newline at end of file diff --git a/Documents/Spells/Water Walk.md b/Documents/Spells/Water Walk.md new file mode 100644 index 0000000..09bfa26 --- /dev/null +++ b/Documents/Spells/Water Walk.md @@ -0,0 +1,15 @@ +### Water Walk + +*3rd-level transmutation (ritual)* + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (a piece of cork) + +**Duration:** 1 hour + +This spell grants the ability to move across any liquid surface-such as water, acid, mud, snow, quicksand, or lava-as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. + +If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round. \ No newline at end of file diff --git a/Documents/Spells/Web.md b/Documents/Spells/Web.md new file mode 100644 index 0000000..7a992b0 --- /dev/null +++ b/Documents/Spells/Web.md @@ -0,0 +1,23 @@ +### Web + +*2nd-level conjuration* + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (a bit of spiderweb) + +**Duration:** Concentration, up to 1 hour + +You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. + +If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. + +Each creature that starts its turn in the webs or that enters them during its turn must make a + +Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. + +A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. + +The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. \ No newline at end of file diff --git a/Documents/Spells/Weird.md b/Documents/Spells/Weird.md new file mode 100644 index 0000000..89c8b32 --- /dev/null +++ b/Documents/Spells/Weird.md @@ -0,0 +1,13 @@ +### Weird + +*9th-level illusion* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S + +**Duration:** Concentration, up to one minute + +Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature. \ No newline at end of file diff --git a/Documents/Spells/Wind Walk.md b/Documents/Spells/Wind Walk.md new file mode 100644 index 0000000..7dda8d1 --- /dev/null +++ b/Documents/Spells/Wind Walk.md @@ -0,0 +1,15 @@ +### Wind Walk + +*6th-level transmutation* + +**Casting Time:** 1 minute + +**Range:** 30 feet + +**Components:** V, S, M (fire and holy water) + +**Duration:** 8 hours + +You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation. + +If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance. \ No newline at end of file diff --git a/Documents/Spells/Wind Wall.md b/Documents/Spells/Wind Wall.md new file mode 100644 index 0000000..f899429 --- /dev/null +++ b/Documents/Spells/Wind Wall.md @@ -0,0 +1,17 @@ +### Wind Wall + +*3rd-level evocation* + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S, M (a tiny fan and a feather of exotic origin) + +**Duration:** Concentration, up to 1 minute + +A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. + +When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. + +The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it. \ No newline at end of file diff --git a/Documents/Spells/Wish.md b/Documents/Spells/Wish.md new file mode 100644 index 0000000..596cd7c --- /dev/null +++ b/Documents/Spells/Wish.md @@ -0,0 +1,27 @@ +### Wish + +*9th-level conjuration* + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V + +**Duration:** Instantaneous + +*Wish* is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. + +The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. + +Alternatively, you can create one of the following effects of your choice: + +- You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. +- You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the *greater restoration* spell. +- You grant up to ten creatures that you can see resistance to a damage type you choose. +- You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack. +- You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a *wish* spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll. + +You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner. + +The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast *wish* ever again if you suffer this stress. \ No newline at end of file diff --git a/Documents/Spells/Word of Recall.md b/Documents/Spells/Word of Recall.md new file mode 100644 index 0000000..17be062 --- /dev/null +++ b/Documents/Spells/Word of Recall.md @@ -0,0 +1,15 @@ +### Word of Recall + +*6th-level conjuration* + +**Casting Time:** 1 action + +**Range:** 5 feet + +**Components:** V + +**Duration:** Instantaneous + +You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. + +You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect. \ No newline at end of file diff --git a/Documents/Spells/Spells Z.md b/Documents/Spells/Zone of Truth.md similarity index 95% rename from Documents/Spells/Spells Z.md rename to Documents/Spells/Zone of Truth.md index c70c4cc..5fc6666 100644 --- a/Documents/Spells/Spells Z.md +++ b/Documents/Spells/Zone of Truth.md @@ -1,6 +1,4 @@ -# Spells (Z) - -#### Zone of Truth +### Zone of Truth *2nd-level enchantment* diff --git a/Documents/Treasure/Adamantine Armor.md b/Documents/Treasure/Adamantine Armor.md new file mode 100644 index 0000000..dce1d45 --- /dev/null +++ b/Documents/Treasure/Adamantine Armor.md @@ -0,0 +1,5 @@ +### Adamantine Armor + +*Armor (medium or heavy, but not hide), uncommon* + +This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. \ No newline at end of file diff --git a/Documents/Treasure/Ammunition, +1, +2, or +3.md b/Documents/Treasure/Ammunition, +1, +2, or +3.md new file mode 100644 index 0000000..af6c7e6 --- /dev/null +++ b/Documents/Treasure/Ammunition, +1, +2, or +3.md @@ -0,0 +1,5 @@ +### Ammunition, +1, +2, or +3 + +*Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3)* + +You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical. \ No newline at end of file diff --git a/Documents/Treasure/Amulet of Health.md b/Documents/Treasure/Amulet of Health.md new file mode 100644 index 0000000..fb3865d --- /dev/null +++ b/Documents/Treasure/Amulet of Health.md @@ -0,0 +1,5 @@ +### Amulet of Health + +*Wondrous item, rare (requires attunement)* + +Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher. \ No newline at end of file diff --git a/Documents/Treasure/Amulet of Proof Against Detection and Location.md b/Documents/Treasure/Amulet of Proof Against Detection and Location.md new file mode 100644 index 0000000..c1d8653 --- /dev/null +++ b/Documents/Treasure/Amulet of Proof Against Detection and Location.md @@ -0,0 +1,5 @@ +### Amulet of Proof Against Detection and Location + +*Wondrous item, uncommon (requires attunement)* + +While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors. \ No newline at end of file diff --git a/Documents/Treasure/Amulet of the Planes.md b/Documents/Treasure/Amulet of the Planes.md new file mode 100644 index 0000000..5ae8e26 --- /dev/null +++ b/Documents/Treasure/Amulet of the Planes.md @@ -0,0 +1,5 @@ +### Amulet of the Planes + +*Wondrous item, very rare (requires attunement)* + +While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the *plane shift* spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence. \ No newline at end of file diff --git a/Documents/Treasure/Animated Shield.md b/Documents/Treasure/Animated Shield.md new file mode 100644 index 0000000..9677d3b --- /dev/null +++ b/Documents/Treasure/Animated Shield.md @@ -0,0 +1,5 @@ +### Animated Shield + +*Armor (shield), very rare (requires attunement)* + +While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. \ No newline at end of file diff --git a/Documents/Treasure/Magic Items A.md b/Documents/Treasure/Apparatus of the Crab.md similarity index 50% rename from Documents/Treasure/Magic Items A.md rename to Documents/Treasure/Apparatus of the Crab.md index 9d84bb6..653a0cc 100644 --- a/Documents/Treasure/Magic Items A.md +++ b/Documents/Treasure/Apparatus of the Crab.md @@ -1,41 +1,3 @@ -# Magic Items (A) - -### Adamantine Armor - -*Armor (medium or heavy, but not hide), uncommon* - -This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. - -### Ammunition, +1, +2, or +3 - -*Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3)* - -You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical. - -### Amulet of Health - -*Wondrous item, rare (requires attunement)* - -Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher. - -### Amulet of Proof against Detection and Location - -*Wondrous item, uncommon (requires attunement)* - -While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors. - -### Amulet of the Planes - -*Wondrous item, very rare (requires attunement)* - -While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the *plane shift* spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence. - -### Animated Shield - -*Armor (shield), very rare (requires attunement)* - -While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. - ### Apparatus of the Crab *Wondrous item, legendary* @@ -72,62 +34,4 @@ A creature in the compartment can use an action to move as many as two of the ap | 8 | Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. | The light turns off. | | 9 | The apparatus sinks as much as 20 feet in liquid. | The apparatus rises up to 20 feet in liquid. | | 10 | The rear hatch unseals and opens. | The rear hatch closes and seals. | -| | | | - -### Armor, +1, +2, or +3 - -*Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)* - -You have a bonus to AC while wearing this armor. The bonus is determined by its rarity. - -### Armor of Invulnerability - -*Armor (plate), legendary (requires attunement)* - -You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn. - -### Armor of Resistance - -*Armor (light, medium, or heavy), rare (requires attunement)* - -You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below. - -**Table- Armor of Resistance** - -| d10 | Damage Type | -|-----|-------------| -| 1 | Acid | -| 2 | Cold | -| 3 | Fire | -| 4 | Force | -| 5 | Lightning | -| 6 | Necrotic | -| 7 | Poison | -| 8 | Psychic | -| 9 | Radiant | -| 10 | Thunder | -| | | - -### Armor of Vulnerability - -*Armor (plate), rare (requires attunement)* - -While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly. - -***Curse***. This armor is cursed, a fact that is revealed only when an *identify* spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the *remove curse* spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance). - -### Arrow-Catching Shield - -*Armor (shield), rare (requires attunement)* - -You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. - -### Arrow of Slaying - -*Weapon (arrow), very rare* - -An *arrow of slaying* is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both *arrows of dragon slaying* and *arrows of blue dragon slaying*. If a creature belonging to the type, race, or group associated with an *arrow of slaying* takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. - -Once an *arrow of slaying* deals its extra damage to a creature, it becomes a nonmagical arrow. - -Other types of magic ammunition of this kind exist, such as *bolts of slaying* meant for a crossbow, though arrows are most common. \ No newline at end of file +| | | | \ No newline at end of file diff --git a/Documents/Treasure/Armor of Invulnerability.md b/Documents/Treasure/Armor of Invulnerability.md new file mode 100644 index 0000000..0fc4f1b --- /dev/null +++ b/Documents/Treasure/Armor of Invulnerability.md @@ -0,0 +1,5 @@ +### Armor of Invulnerability + +*Armor (plate), legendary (requires attunement)* + +You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn. \ No newline at end of file diff --git a/Documents/Treasure/Armor of Resistance.md b/Documents/Treasure/Armor of Resistance.md new file mode 100644 index 0000000..f246969 --- /dev/null +++ b/Documents/Treasure/Armor of Resistance.md @@ -0,0 +1,21 @@ +### Armor of Resistance + +*Armor (light, medium, or heavy), rare (requires attunement)* + +You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below. + +**Table- Armor of Resistance** + +| d10 | Damage Type | +|-----|-------------| +| 1 | Acid | +| 2 | Cold | +| 3 | Fire | +| 4 | Force | +| 5 | Lightning | +| 6 | Necrotic | +| 7 | Poison | +| 8 | Psychic | +| 9 | Radiant | +| 10 | Thunder | +| | | \ No newline at end of file diff --git a/Documents/Treasure/Armor of Vulnerability.md b/Documents/Treasure/Armor of Vulnerability.md new file mode 100644 index 0000000..d939c9e --- /dev/null +++ b/Documents/Treasure/Armor of Vulnerability.md @@ -0,0 +1,7 @@ +### Armor of Vulnerability + +*Armor (plate), rare (requires attunement)* + +While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly. + +***Curse***. This armor is cursed, a fact that is revealed only when an *identify* spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the *remove curse* spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance). \ No newline at end of file diff --git a/Documents/Treasure/Armor, +1, +2, or +3.md b/Documents/Treasure/Armor, +1, +2, or +3.md new file mode 100644 index 0000000..f54e047 --- /dev/null +++ b/Documents/Treasure/Armor, +1, +2, or +3.md @@ -0,0 +1,5 @@ +### Armor, +1, +2, or +3 + +*Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)* + +You have a bonus to AC while wearing this armor. The bonus is determined by its rarity. \ No newline at end of file diff --git a/Documents/Treasure/Arrow of Slaying.md b/Documents/Treasure/Arrow of Slaying.md new file mode 100644 index 0000000..8af6bc5 --- /dev/null +++ b/Documents/Treasure/Arrow of Slaying.md @@ -0,0 +1,9 @@ +### Arrow of Slaying + +*Weapon (arrow), very rare* + +An *arrow of slaying* is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both *arrows of dragon slaying* and *arrows of blue dragon slaying*. If a creature belonging to the type, race, or group associated with an *arrow of slaying* takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. + +Once an *arrow of slaying* deals its extra damage to a creature, it becomes a nonmagical arrow. + +Other types of magic ammunition of this kind exist, such as *bolts of slaying* meant for a crossbow, though arrows are most common. \ No newline at end of file diff --git a/Documents/Treasure/Arrow-Catching Shield.md b/Documents/Treasure/Arrow-Catching Shield.md new file mode 100644 index 0000000..a885997 --- /dev/null +++ b/Documents/Treasure/Arrow-Catching Shield.md @@ -0,0 +1,5 @@ +### Arrow-Catching Shield + +*Armor (shield), rare (requires attunement)* + +You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. \ No newline at end of file diff --git a/Documents/Treasure/Bag of Beans.md b/Documents/Treasure/Bag of Beans.md new file mode 100644 index 0000000..d189d24 --- /dev/null +++ b/Documents/Treasure/Bag of Beans.md @@ -0,0 +1,26 @@ +### Bag of Beans + +*Wondrous item, rare* + +Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. + +If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. + +If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect. + +**Table- Bag of Beans** + +| d100 | Effect | +|-------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| 01 | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. | +| 02-10 | A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 rounds. | +| 11-20 | A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks. | +| 21-30 | An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. | +| 31-40 | A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). | +| 41-50 | 1d6+6 shriekers sprout. | +| 51-60 | 1d4+8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. | +| 61-70 | A hungry bulette burrows up and attacks. 71-80 A fruit tree grows. It has 1d10+20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. | +| 81-90 | A nest of 1d4+3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. | +| 91-99 | A pyramid with a 60-foot square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the GM's choice. | +| 100 | A giant beanstalk sprouts, growing to a height of the GM's choice. The top leads where the GM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence. | +| | | \ No newline at end of file diff --git a/Documents/Treasure/Bag of Devouring.md b/Documents/Treasure/Bag of Devouring.md new file mode 100644 index 0000000..4eeb13b --- /dev/null +++ b/Documents/Treasure/Bag of Devouring.md @@ -0,0 +1,11 @@ +### Bag of Devouring + +*Wondrous item, very rare* + +This bag superficially resembles a *bag of holding* but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. + +The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed. + +Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane. + +If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane. \ No newline at end of file diff --git a/Documents/Treasure/Bag of Holding.md b/Documents/Treasure/Bag of Holding.md new file mode 100644 index 0000000..8695631 --- /dev/null +++ b/Documents/Treasure/Bag of Holding.md @@ -0,0 +1,9 @@ +### Bag of Holding + +*Wondrous item, uncommon* + +This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. + +If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. + +Placing a *bag of holding* inside an extradimensional space created by a *handy haversack*, *portable hole*, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. \ No newline at end of file diff --git a/Documents/Treasure/Bag of Tricks.md b/Documents/Treasure/Bag of Tricks.md new file mode 100644 index 0000000..6c7aac8 --- /dev/null +++ b/Documents/Treasure/Bag of Tricks.md @@ -0,0 +1,53 @@ +### Bag of Tricks + +*Wondrous item, uncommon* + +This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. + +You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. + +The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. + +Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. + +**Table- Gray Bag of Tricks** + +| d8 | Creature | +|----|--------------| +| 1 | Weasel | +| 2 | Giant rat | +| 3 | Badger | +| 4 | Boar | +| 5 | Panther | +| 6 | Giant badger | +| 7 | Dire wolf | +| 8 | Giant elk | +| | | + +**Table- Rust Bag of Tricks** + +| d8 | Creature | +|----|------------| +| 1 | Rat | +| 2 | Owl | +| 3 | Mastiff | +| 4 | Goat | +| 5 | Giant goat | +| 6 | Giant boar | +| 7 | Lion | +| 8 | Brown bear | +| | | + +**Table- Tan Bag of Tricks** + +| d8 | Creature | +|----|--------------| +| 1 | Jackal | +| 2 | Ape | +| 3 | Baboon | +| 4 | Axe beak | +| 5 | Black bear | +| 6 | Giant weasel | +| 7 | Giant hyena | +| 8 | Tiger | +| | | \ No newline at end of file diff --git a/Documents/Treasure/Bead of Force.md b/Documents/Treasure/Bead of Force.md new file mode 100644 index 0000000..7e15d8f --- /dev/null +++ b/Documents/Treasure/Bead of Force.md @@ -0,0 +1,9 @@ +### Bead of Force + +*Wondrous item, rare* + +This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4+4 *beads of force* are found together. + +You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can. + +An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside. \ No newline at end of file diff --git a/Documents/Treasure/Belt of Dwarvenkind.md b/Documents/Treasure/Belt of Dwarvenkind.md new file mode 100644 index 0000000..bb7a9f7 --- /dev/null +++ b/Documents/Treasure/Belt of Dwarvenkind.md @@ -0,0 +1,16 @@ +### Belt of Dwarvenkind + +*Wondrous item, rare (requires attunement)* + +While wearing this belt, you gain the following benefits: + +- Your Constitution score increases by 2, to a maximum of 20. +- You have advantage on Charisma (Persuasion) checks made to interact with dwarves. + +In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one. + +If you aren't a dwarf, you gain the following additional benefits while wearing the belt: + +- You have advantage on saving throws against poison, and you have resistance against poison damage. +- You have darkvision out to a range of 60 feet. +- You can speak, read, and write Dwarvish. \ No newline at end of file diff --git a/Documents/Treasure/Belt of Giant Strength.md b/Documents/Treasure/Belt of Giant Strength.md new file mode 100644 index 0000000..37e51f1 --- /dev/null +++ b/Documents/Treasure/Belt of Giant Strength.md @@ -0,0 +1,18 @@ +### Belt of Giant Strength + +*Wondrous item, rarity varies (requires attunement)* + +While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. + +Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The *belt of stone giant strength* and the *belt of frost giant strength* look different, but they have the same effect. + +**Table- Belt of Strength** + +| Type | Strength | Rarity | +|-------------------|----------|-----------| +| Hill giant | 21 | Rare | +| Stone/frost giant | 23 | Very rare | +| Fire giant | 25 | Very rare | +| Cloud giant | 27 | Legendary | +| Storm giant | 29 | Legendary | +| | | | \ No newline at end of file diff --git a/Documents/Treasure/Berserker Axe.md b/Documents/Treasure/Berserker Axe.md new file mode 100644 index 0000000..aea64d9 --- /dev/null +++ b/Documents/Treasure/Berserker Axe.md @@ -0,0 +1,9 @@ +### Berserker Axe + +*Weapon (any axe), rare (requires attunement)* + +You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. + +***Curse***. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. + +Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. \ No newline at end of file diff --git a/Documents/Treasure/Boots of Elvenkind.md b/Documents/Treasure/Boots of Elvenkind.md new file mode 100644 index 0000000..636e84d --- /dev/null +++ b/Documents/Treasure/Boots of Elvenkind.md @@ -0,0 +1,5 @@ +### Boots of Elvenkind + +*Wondrous item, uncommon* + +While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. \ No newline at end of file diff --git a/Documents/Treasure/Boots of Levitation.md b/Documents/Treasure/Boots of Levitation.md new file mode 100644 index 0000000..04352cc --- /dev/null +++ b/Documents/Treasure/Boots of Levitation.md @@ -0,0 +1,5 @@ +### Boots of Levitation + +*Wondrous item, rare (requires attunement)* + +While you wear these boots, you can use an action to cast the *levitate* spell on yourself at will. \ No newline at end of file diff --git a/Documents/Treasure/Boots of Speed.md b/Documents/Treasure/Boots of Speed.md new file mode 100644 index 0000000..06a713b --- /dev/null +++ b/Documents/Treasure/Boots of Speed.md @@ -0,0 +1,7 @@ +### Boots of Speed + +*Wondrous item, rare (requires attunement)* + +While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. + +When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. \ No newline at end of file diff --git a/Documents/Treasure/Boots of Striding and Springing.md b/Documents/Treasure/Boots of Striding and Springing.md new file mode 100644 index 0000000..a005f42 --- /dev/null +++ b/Documents/Treasure/Boots of Striding and Springing.md @@ -0,0 +1,5 @@ +### Boots of Striding and Springing + +*Wondrous item, uncommon (requires attunement)* + +While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. \ No newline at end of file diff --git a/Documents/Treasure/Boots of the Winterlands.md b/Documents/Treasure/Boots of the Winterlands.md new file mode 100644 index 0000000..c3141b8 --- /dev/null +++ b/Documents/Treasure/Boots of the Winterlands.md @@ -0,0 +1,9 @@ +### Boots of the Winterlands + +*Wondrous item, uncommon (requires attunement)* + +These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: + +- You have resistance to cold damage. +- You ignore difficult terrain created by ice or snow. +- You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit. \ No newline at end of file diff --git a/Documents/Treasure/Bowl of Commanding Water Elementals.md b/Documents/Treasure/Bowl of Commanding Water Elementals.md new file mode 100644 index 0000000..8f557e3 --- /dev/null +++ b/Documents/Treasure/Bowl of Commanding Water Elementals.md @@ -0,0 +1,7 @@ +### Bowl of Commanding Water Elementals + +*Wondrous item, rare* + +While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the *conjure elemental* spell. The bowl can't be used this way again until the next dawn. + +The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons. \ No newline at end of file diff --git a/Documents/Treasure/Bracers of Archery.md b/Documents/Treasure/Bracers of Archery.md new file mode 100644 index 0000000..58500d5 --- /dev/null +++ b/Documents/Treasure/Bracers of Archery.md @@ -0,0 +1,5 @@ +### Bracers of Archery + +*Wondrous item, uncommon (requires attunement)* + +While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. \ No newline at end of file diff --git a/Documents/Treasure/Bracers of Defense.md b/Documents/Treasure/Bracers of Defense.md new file mode 100644 index 0000000..e8c85c3 --- /dev/null +++ b/Documents/Treasure/Bracers of Defense.md @@ -0,0 +1,5 @@ +### Bracers of Defense + +*Wondrous item, rare (requires attunement)* + +While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. \ No newline at end of file diff --git a/Documents/Treasure/Brazier of Commanding Fire Elementals.md b/Documents/Treasure/Brazier of Commanding Fire Elementals.md new file mode 100644 index 0000000..bd2c559 --- /dev/null +++ b/Documents/Treasure/Brazier of Commanding Fire Elementals.md @@ -0,0 +1,7 @@ +### Brazier of Commanding Fire Elementals + +*Wondrous item, rare* + +While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the *conjure elemental* spell. The brazier can't be used this way again until the next dawn. + +The brazier weighs 5 pounds. \ No newline at end of file diff --git a/Documents/Treasure/Brooch of Shielding.md b/Documents/Treasure/Brooch of Shielding.md new file mode 100644 index 0000000..d24f5f7 --- /dev/null +++ b/Documents/Treasure/Brooch of Shielding.md @@ -0,0 +1,5 @@ +### Brooch of Shielding + +*Wondrous item, uncommon (requires attunement)* + +While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the *magic missile* spell. \ No newline at end of file diff --git a/Documents/Treasure/Broom of Flying.md b/Documents/Treasure/Broom of Flying.md new file mode 100644 index 0000000..1acd203 --- /dev/null +++ b/Documents/Treasure/Broom of Flying.md @@ -0,0 +1,7 @@ +### Broom of Flying + +*Wondrous item, uncommon* + +This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. + +You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you. \ No newline at end of file diff --git a/Documents/Treasure/Candle of Invocation.md b/Documents/Treasure/Candle of Invocation.md new file mode 100644 index 0000000..bf5f947 --- /dev/null +++ b/Documents/Treasure/Candle of Invocation.md @@ -0,0 +1,26 @@ +### Candle of Invocation + +*Wondrous item, very rare (requires attunement)* + +This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the *detect evil and good* spell. The GM chooses the god and associated alignment or determines the alignment randomly. + +**Table- Candle of Invocation** + +| d20 | Alignment | +|-------|-----------------| +| 1-2 | Chaotic evil | +| 3-4 | Chaotic neutral | +| 5-7 | Chaotic good | +| 8-9 | Neutral evil | +| 10-11 | Neutral | +| 12-13 | Neutral good | +| 14-15 | Lawful evil | +| 16-17 | Lawful neutral | +| 18-20 | Lawful good | +| | | + +The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time. + +While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st-level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot. + +Alternatively, when you light the candle for the first time, you can cast the *gate* spell with it. Doing so destroys the candle. \ No newline at end of file diff --git a/Documents/Treasure/Cape of the Mountebank.md b/Documents/Treasure/Cape of the Mountebank.md new file mode 100644 index 0000000..27e94e0 --- /dev/null +++ b/Documents/Treasure/Cape of the Mountebank.md @@ -0,0 +1,7 @@ +### Cape of the Mountebank + +*Wondrous item, rare* + +This cape smells faintly of brimstone. While wearing it, you can use it to cast the *dimension door* spell as an action. This property of the cape can't be used again until the next dawn. + +When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. \ No newline at end of file diff --git a/Documents/Treasure/Carpet of Flying.md b/Documents/Treasure/Carpet of Flying.md new file mode 100644 index 0000000..17936f5 --- /dev/null +++ b/Documents/Treasure/Carpet of Flying.md @@ -0,0 +1,19 @@ +### Carpet of Flying + +*Wondrous item, very rare* + +You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. + +Four sizes of *carpet of flying* exist. The GM chooses the size of a given carpet or determines it randomly. + +**Table- Carpet of Flying** + +| d100 | Size | Capacity | Flying Speed | +|--------|---------------|----------|--------------| +| 01-20 | 3 ft. × 5 ft. | 200 lb. | 80 feet | +| 21-55 | 4 ft. × 6 ft. | 400 lb. | 60 feet | +| 56-80 | 5 ft. × 7 ft. | 600 lb. | 40 feet | +| 81-100 | 6 ft. × 9 ft. | 800 lb. | 30 feet | +| | | | | + +A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity. \ No newline at end of file diff --git a/Documents/Treasure/Censer of Controlling Air Elementals.md b/Documents/Treasure/Censer of Controlling Air Elementals.md new file mode 100644 index 0000000..d60e29c --- /dev/null +++ b/Documents/Treasure/Censer of Controlling Air Elementals.md @@ -0,0 +1,7 @@ +### Censer of Controlling Air Elementals + +*Wondrous item, rare* + +While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the *conjure elemental* spell. The censer can't be used this way again until the next dawn. + +This 6-inch-wide, 1-foot high vessel resembles a chalice with a decorated lid. It weighs 1 pound. \ No newline at end of file diff --git a/Documents/Treasure/Chime of Opening.md b/Documents/Treasure/Chime of Opening.md new file mode 100644 index 0000000..56bb1b4 --- /dev/null +++ b/Documents/Treasure/Chime of Opening.md @@ -0,0 +1,7 @@ +### Chime of Opening + +*Wondrous item, rare* + +This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. + +The chime can be used ten times. After the tenth time, it cracks and becomes useless. \ No newline at end of file diff --git a/Documents/Treasure/Circlet of Blasting.md b/Documents/Treasure/Circlet of Blasting.md new file mode 100644 index 0000000..7fc7ae9 --- /dev/null +++ b/Documents/Treasure/Circlet of Blasting.md @@ -0,0 +1,5 @@ +### Circlet of Blasting + +*Wondrous item, uncommon* + +While wearing this circlet, you can use an action to cast the *scorching ray* spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn. \ No newline at end of file diff --git a/Documents/Treasure/Cloak of Arachnida.md b/Documents/Treasure/Cloak of Arachnida.md new file mode 100644 index 0000000..f2766b0 --- /dev/null +++ b/Documents/Treasure/Cloak of Arachnida.md @@ -0,0 +1,11 @@ +### Cloak of Arachnida + +*Wondrous item, very rare (requires attunement)* + +This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: + +- You have resistance to poison damage. +- You have a climbing speed equal to your walking speed. +- You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. +- You can't be caught in webs of any sort and can move through webs as if they were difficult terrain. +- You can use an action to cast the *web* spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn. \ No newline at end of file diff --git a/Documents/Treasure/Cloak of Displacement.md b/Documents/Treasure/Cloak of Displacement.md new file mode 100644 index 0000000..d463a78 --- /dev/null +++ b/Documents/Treasure/Cloak of Displacement.md @@ -0,0 +1,5 @@ +### Cloak of Displacement + +*Wondrous item, rare (requires attunement)* + +While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. \ No newline at end of file diff --git a/Documents/Treasure/Cloak of Elvenkind.md b/Documents/Treasure/Cloak of Elvenkind.md new file mode 100644 index 0000000..889e9aa --- /dev/null +++ b/Documents/Treasure/Cloak of Elvenkind.md @@ -0,0 +1,5 @@ +### Cloak of Elvenkind + +*Wondrous item, uncommon (requires attunement)* + +While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. \ No newline at end of file diff --git a/Documents/Treasure/Cloak of Protection.md b/Documents/Treasure/Cloak of Protection.md new file mode 100644 index 0000000..48d3c6a --- /dev/null +++ b/Documents/Treasure/Cloak of Protection.md @@ -0,0 +1,5 @@ +### Cloak of Protection + +*Wondrous item, uncommon (requires attunement)* + +You gain a +1 bonus to AC and saving throws while you wear this cloak. \ No newline at end of file diff --git a/Documents/Treasure/Cloak of the Bat.md b/Documents/Treasure/Cloak of the Bat.md new file mode 100644 index 0000000..9c5baf7 --- /dev/null +++ b/Documents/Treasure/Cloak of the Bat.md @@ -0,0 +1,7 @@ +### Cloak of the Bat + +*Wondrous item, rare (requires attunement)* + +While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. + +While wearing the cloak in an area of dim light or darkness, you can use your action to cast *polymorph* on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. \ No newline at end of file diff --git a/Documents/Treasure/Cloak of the Manta Ray.md b/Documents/Treasure/Cloak of the Manta Ray.md new file mode 100644 index 0000000..fe905f2 --- /dev/null +++ b/Documents/Treasure/Cloak of the Manta Ray.md @@ -0,0 +1,5 @@ +### Cloak of the Manta Ray + +*Wondrous item, uncommon* + +While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. \ No newline at end of file diff --git a/Documents/Treasure/Crystal Ball.md b/Documents/Treasure/Crystal Ball.md new file mode 100644 index 0000000..b8fa781 --- /dev/null +++ b/Documents/Treasure/Crystal Ball.md @@ -0,0 +1,13 @@ +### Crystal Ball + +*Wondrous item, very rare or legendary (requires attunement)* + +The typical *crystal ball*, a very rare item, is about 6 inches in diameter. While touching it, you can cast the *scrying* spell (save DC 17) with it. + +The following *crystal ball* variants are legendary items and have additional properties. + +***Crystal Ball of Mind Reading***. You can use an action to cast the *detect thoughts* spell (save DC 17) while you are scrying with the *crystal ball*, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this *detect thoughts* to maintain it during its duration, but it ends if *scrying* ends. + +***Crystal Ball of Telepathy***. While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the *suggestion* spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this *suggestion* to maintain it during its duration, but it ends if *scrying* ends. Once used, the *suggestion* power of the *crystal ball* can't be used again until the next dawn. + +***Crystal Ball of True Seeing***. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor. \ No newline at end of file diff --git a/Documents/Treasure/Cube of Force.md b/Documents/Treasure/Cube of Force.md new file mode 100644 index 0000000..b642c3e --- /dev/null +++ b/Documents/Treasure/Cube of Force.md @@ -0,0 +1,34 @@ +### Cube of Force + +*Wondrous item, rare (requires attunement)* + +This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. + +You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. + +If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains. + +**Table- Cube of Force Effects** + +| Face | Charges | Effect | +|------|---------|-------------------------------------------------------------------------------------------------------------------| +| 1 | 1 | Gases, wind, and fog can't pass through the barrier. | +| 2 | 2 | Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. | +| 3 | 3 | Living matter can't pass through the barrier. | +| 4 | 4 | Spell effects can't pass through the barrier. | +| 5 | 5 | Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. | +| 6 | 0 | The barrier deactivates. | +| | | | + +The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below. + +**Table- Cube of Force Charges Lost** + +| Spell or Item | Charges Lost | +|------------------|--------------| +| Disintegrate | 1d12 | +| Horn of blasting | 1d10 | +| Passwall | 1d6 | +| Prismatic spray | 1d20 | +| Wall of fire | 1d4 | +| | | \ No newline at end of file diff --git a/Documents/Treasure/Cubic Gate.md b/Documents/Treasure/Cubic Gate.md new file mode 100644 index 0000000..474f181 --- /dev/null +++ b/Documents/Treasure/Cubic Gate.md @@ -0,0 +1,9 @@ +### Cubic Gate + +*Wondrous item, legendary* + +This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM. + +You can use an action to press one side of the cube to cast the *gate* spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the *plane shift* spell (save DC 17) with the cube and transport the targets to the plane keyed to that side. + +The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn. \ No newline at end of file diff --git a/Documents/Treasure/Dagger of Venom.md b/Documents/Treasure/Dagger of Venom.md new file mode 100644 index 0000000..d31fe25 --- /dev/null +++ b/Documents/Treasure/Dagger of Venom.md @@ -0,0 +1,7 @@ +### Dagger of Venom + +*Weapon (dagger), rare* + +You gain a +1 bonus to attack and damage rolls made with this magic weapon. + +You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. \ No newline at end of file diff --git a/Documents/Treasure/Dancing Sword.md b/Documents/Treasure/Dancing Sword.md new file mode 100644 index 0000000..d70ffff --- /dev/null +++ b/Documents/Treasure/Dancing Sword.md @@ -0,0 +1,9 @@ +### Dancing Sword + +*Weapon (any sword), very rare (requires attunement)* + +You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. + +While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. + +After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. \ No newline at end of file diff --git a/Documents/Treasure/Decanter of Endless Water.md b/Documents/Treasure/Decanter of Endless Water.md new file mode 100644 index 0000000..2bbce37 --- /dev/null +++ b/Documents/Treasure/Decanter of Endless Water.md @@ -0,0 +1,11 @@ +### Decanter of Endless Water + +*Wondrous item, uncommon* + +This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. + +You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: + +- "Stream" produces 1 gallon of water. +- "Fountain" produces 5 gallons of water. +- "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. \ No newline at end of file diff --git a/Documents/Treasure/Deck of Illusions.md b/Documents/Treasure/Deck of Illusions.md new file mode 100644 index 0000000..02aa842 --- /dev/null +++ b/Documents/Treasure/Deck of Illusions.md @@ -0,0 +1,50 @@ +### Deck of Illusions + +*Wondrous item, uncommon* + +This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20-1 cards. + +The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. + +An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. + +The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. + +**Table- Deck of Illusions** + +| Playing Card | Illusion | +|-------------------|----------------------------------| +| Ace of hearts | Red dragon | +| King of hearts | Knight and four guards | +| Queen of hearts | Succubus or incubus | +| Jack of hearts | Druid | +| Ten of hearts | Cloud giant | +| Nine of hearts | Ettin | +| Eight of hearts | Bugbear | +| Two of hearts | Goblin | +| Ace of diamonds | Beholder | +| King of diamonds | Archmage and mage apprentice | +| Queen of diamonds | Night hag | +| Jack of diamonds | Assassin | +| Ten of diamonds | Fire giant | +| Nine of diamonds | Ogre mage | +| Eight of diamonds | Gnoll | +| Two of diamonds | Kobold | +| Ace of spades | Lich | +| King of spades | Priest and two acolytes | +| Queen of spades | Medusa | +| Jack of spades | Veteran | +| Ten of spades | Frost giant | +| Nine of spades | Troll | +| Eight of spades | Hobgoblin | +| Two of spades | Goblin | +| Ace of clubs | Iron golem | +| King of clubs | Bandit captain and three bandits | +| Queen of clubs | Erinyes | +| Jack of clubs | Berserker | +| Ten of clubs | Hill giant | +| Nine of clubs | Ogre | +| Eight of clubs | Orc | +| Two of clubs | Kobold | +| Jokers (2) | You (the deck's owner) | +| | | \ No newline at end of file diff --git a/Documents/Treasure/Deck of Many Things.md b/Documents/Treasure/Deck of Many Things.md new file mode 100644 index 0000000..b3531b4 --- /dev/null +++ b/Documents/Treasure/Deck of Many Things.md @@ -0,0 +1,115 @@ +### Deck of Many Things + +*Wondrous item, legendary* + +Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two. + +Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. + +Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice. + +**Table- Deck of Many Things** + +| Playing Card | Card | +|--------------------|------------| +| Ace of diamonds | Vizier* | +| King of diamonds | Sun | +| Queen of diamonds | Moon | +| Jack of diamonds | Star | +| Two of diamonds | Comet* | +| Ace of hearts | The Fates* | +| King of hearts | Throne | +| Queen of hearts | Key | +| Jack of hearts | Knight | +| Two of hearts | Gem* | +| Ace of clubs | Talons* | +| King of clubs | The Void | +| Queen of clubs | Flames | +| Jack of clubs | Skull | +| Two of clubs | Idiot* | +| Ace of spades | Donjon* | +| King of spades | Ruin | +| Queen of spades | Euryale | +| Jack of spades | Rogue | +| Two of spades | Balance* | +| Joker (with TM) | Fool* | +| Joker (without TM) | Jester | +| | | + +\* Found only in a deck with twenty-two cards + +***Balance***. Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you. + +***Comet***. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect. + +***Donjon***. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a *wish* spell can reveal the location of your prison. You draw no more cards. + +***Euryale***. The card's medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse. + +***The Fates***. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die. + +***Flames***. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. + +***Fool***. You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level. + +***Gem***. Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet. + +***Idiot***. Permanently reduce your Intelligence by 1d4+1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. + +***Jester***. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws. + +***Key***. A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon. + +***Knight***. You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character. + +***Moon***. You are granted the ability to cast the *wish* spell 1d3 times. + +***Rogue***. A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a *wish* spell or divine intervention can end the NPC's hostility toward you. + +***Ruin***. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. + +***Skull***. You summon an avatar of death-a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life. + +#### Avatar of Death + +*Medium undead, neutral evil* + +**Armor Class** 20 + +**Hit Points** half the hit point maximum of its summoner + +**Speed** 60 ft., fly 60 ft. (hover) + +| STR | DEX | CON | INT | WIS | CHA | +|---------|---------|---------|---------|---------|---------| +| 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | + +**Damage Immunities** necrotic, poison + +**Condition Immunities** charmed, frightened, paralyzed, petrified, poisoned, unconscious + +**Senses** darkvision 60 ft., truesight 60 ft., passive Perception 13 + +**Languages** all languages known to its summoner + +**Challenge** - (0 XP) + +***Incorporeal Movement***. The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + +***Turning Immunity***. The avatar is immune to features that turn undead. + +###### Actions + +***Reaping Scythe***. The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8+3) slashing damage plus 4 (1d8) necrotic damage. + +***Star***. Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24. + +***Sun***. You gain 50,000 XP, and a wondrous item (which the GM determines randomly) appears in your hands. + +***Talons***. Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish. + +***Throne***. You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours. + +***Vizier***. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it. + +***The Void***. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A *wish* spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards. \ No newline at end of file diff --git a/Documents/Treasure/Defender.md b/Documents/Treasure/Defender.md new file mode 100644 index 0000000..1a4517c --- /dev/null +++ b/Documents/Treasure/Defender.md @@ -0,0 +1,7 @@ +### Defender + +*Weapon (any sword), legendary (requires attunement)* + +You gain a +3 bonus to attack and damage rolls made with this magic weapon. + +The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. \ No newline at end of file diff --git a/Documents/Treasure/Demon Armor.md b/Documents/Treasure/Demon Armor.md new file mode 100644 index 0000000..06965e7 --- /dev/null +++ b/Documents/Treasure/Demon Armor.md @@ -0,0 +1,7 @@ +### Demon Armor + +*Armor (plate), very rare (requires attunement)* + +While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8. + +***Curse***. Once you don this cursed armor, you can't doff it unless you are targeted by the *remove curse* spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities. \ No newline at end of file diff --git a/Documents/Treasure/Dimensional Shackles.md b/Documents/Treasure/Dimensional Shackles.md new file mode 100644 index 0000000..a84b262 --- /dev/null +++ b/Documents/Treasure/Dimensional Shackles.md @@ -0,0 +1,7 @@ +### Dimensional Shackles + +*Wondrous item, rare* + +You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal. + +You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles. \ No newline at end of file diff --git a/Documents/Treasure/Dragon Scale Mail.md b/Documents/Treasure/Dragon Scale Mail.md new file mode 100644 index 0000000..6545b4c --- /dev/null +++ b/Documents/Treasure/Dragon Scale Mail.md @@ -0,0 +1,25 @@ +### Dragon Scale Mail + +*Armor (scale mail), very rare (requires attunement)* + +Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. + +While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table). + +Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn. + +**Table- Dragon Scale Mail** + +| Dragon | Resistance | +|--------|------------| +| Black | Acid | +| Blue | Lightning | +| Brass | Fire | +| Bronze | Lightning | +| Copper | Acid | +| Gold | Fire | +| Green | Poison | +| Red | Fire | +| Silver | Cold | +| White | Cold | +| | | \ No newline at end of file diff --git a/Documents/Treasure/Dragon Slayer.md b/Documents/Treasure/Dragon Slayer.md new file mode 100644 index 0000000..17d5d06 --- /dev/null +++ b/Documents/Treasure/Dragon Slayer.md @@ -0,0 +1,7 @@ +### Dragon Slayer + +*Weapon (any sword), rare* + +You gain a +1 bonus to attack and damage rolls made with this magic weapon. + +When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. \ No newline at end of file diff --git a/Documents/Treasure/Dust of Disappearance.md b/Documents/Treasure/Dust of Disappearance.md new file mode 100644 index 0000000..f7832ae --- /dev/null +++ b/Documents/Treasure/Dust of Disappearance.md @@ -0,0 +1,5 @@ +### Dust of Disappearance + +*Wondrous item, uncommon* + +Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. \ No newline at end of file diff --git a/Documents/Treasure/Dust of Dryness.md b/Documents/Treasure/Dust of Dryness.md new file mode 100644 index 0000000..54bf91f --- /dev/null +++ b/Documents/Treasure/Dust of Dryness.md @@ -0,0 +1,9 @@ +### Dust of Dryness + +*Wondrous item, uncommon* + +This small packet contains 1d6+4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. + +Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic. + +An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/Documents/Treasure/Dust of Sneezing and Choking.md b/Documents/Treasure/Dust of Sneezing and Choking.md new file mode 100644 index 0000000..e36c877 --- /dev/null +++ b/Documents/Treasure/Dust of Sneezing and Choking.md @@ -0,0 +1,7 @@ +### Dust of Sneezing and Choking + +*Wondrous item, uncommon* + +Found in a small container, this powder resembles very fine sand. It appears to be *dust of disappearance*, and an *identify* spell reveals it to be such. There is enough of it for one use. + +When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The *lesser restoration* spell can also end the effect on a creature. \ No newline at end of file diff --git a/Documents/Treasure/Dwarven Plate.md b/Documents/Treasure/Dwarven Plate.md new file mode 100644 index 0000000..6bc0408 --- /dev/null +++ b/Documents/Treasure/Dwarven Plate.md @@ -0,0 +1,5 @@ +### Dwarven Plate + +*Armor (plate), very rare* + +While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. \ No newline at end of file diff --git a/Documents/Treasure/Dwarven Thrower.md b/Documents/Treasure/Dwarven Thrower.md new file mode 100644 index 0000000..e07e162 --- /dev/null +++ b/Documents/Treasure/Dwarven Thrower.md @@ -0,0 +1,5 @@ +### Dwarven Thrower + +*Weapon (warhammer), very rare (requires attunement by a dwarf)* + +You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. \ No newline at end of file diff --git a/Documents/Treasure/Efficient Quiver.md b/Documents/Treasure/Efficient Quiver.md new file mode 100644 index 0000000..5117848 --- /dev/null +++ b/Documents/Treasure/Efficient Quiver.md @@ -0,0 +1,7 @@ +### Efficient Quiver + +*Wondrous item, uncommon* + +Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. + +You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. \ No newline at end of file diff --git a/Documents/Treasure/Efreeti Bottle.md b/Documents/Treasure/Efreeti Bottle.md new file mode 100644 index 0000000..7a99236 --- /dev/null +++ b/Documents/Treasure/Efreeti Bottle.md @@ -0,0 +1,16 @@ +### Efreeti Bottle + +*Wondrous item, very rare* + +This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. + +The first time the bottle is opened, the GM rolls to determine what happens. + +**Table- Efreeti Bottle** + +| d100 | Effect | +|--------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| 01-10 | The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. | +| 11-90 | The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. | +| 91-100 | The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. | +| | | \ No newline at end of file diff --git a/Documents/Treasure/Elemental Gem.md b/Documents/Treasure/Elemental Gem.md new file mode 100644 index 0000000..7a5c3da --- /dev/null +++ b/Documents/Treasure/Elemental Gem.md @@ -0,0 +1,15 @@ +### Elemental Gem + +*Wondrous item, uncommon* + +This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the *conjure elemental* spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell. + +**Table- Elemental Gem** + +| Gem | Summoned Elemental | +|----------------|--------------------| +| Blue sapphire | Air elemental | +| Yellow diamond | Earth elemental | +| Red corundum | Fire elemental | +| Emerald | Water elemental | +| | | \ No newline at end of file diff --git a/Documents/Treasure/Elven Chain.md b/Documents/Treasure/Elven Chain.md new file mode 100644 index 0000000..88d7e66 --- /dev/null +++ b/Documents/Treasure/Elven Chain.md @@ -0,0 +1,5 @@ +### Elven Chain + +*Armor (chain shirt), rare* + +You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. \ No newline at end of file diff --git a/Documents/Treasure/Eversmoking Bottle.md b/Documents/Treasure/Eversmoking Bottle.md new file mode 100644 index 0000000..5f09729 --- /dev/null +++ b/Documents/Treasure/Eversmoking Bottle.md @@ -0,0 +1,7 @@ +### Eversmoking Bottle + +*Wondrous item, uncommon* + +Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. + +The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round. \ No newline at end of file diff --git a/Documents/Treasure/Eyes of Charming.md b/Documents/Treasure/Eyes of Charming.md new file mode 100644 index 0000000..9a1b26c --- /dev/null +++ b/Documents/Treasure/Eyes of Charming.md @@ -0,0 +1,5 @@ +### Eyes of Charming + +*Wondrous item, uncommon (requires attunement)* + +These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the *charm person* spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn. \ No newline at end of file diff --git a/Documents/Treasure/Eyes of Minute Seeing.md b/Documents/Treasure/Eyes of Minute Seeing.md new file mode 100644 index 0000000..33b6400 --- /dev/null +++ b/Documents/Treasure/Eyes of Minute Seeing.md @@ -0,0 +1,5 @@ +### Eyes of Minute Seeing + +*Wondrous item, uncommon* + +These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. \ No newline at end of file diff --git a/Documents/Treasure/Eyes of the Eagle.md b/Documents/Treasure/Eyes of the Eagle.md new file mode 100644 index 0000000..751161a --- /dev/null +++ b/Documents/Treasure/Eyes of the Eagle.md @@ -0,0 +1,5 @@ +### Eyes of the Eagle + +*Wondrous item, uncommon (requires attunement)* + +These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. \ No newline at end of file diff --git a/Documents/Treasure/Feather Token.md b/Documents/Treasure/Feather Token.md new file mode 100644 index 0000000..78949f0 --- /dev/null +++ b/Documents/Treasure/Feather Token.md @@ -0,0 +1,31 @@ +### Feather Token + +*Wondrous item, rare* + +This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly. + +**Table- Feather Token** + +| d100 | Feather Token | +|--------|---------------| +| 01-20 | Anchor | +| 21-35 | Bird | +| 36-50 | Fan | +| 51-65 | Swan boat | +| 66-90 | Tree | +| 91-100 | Whip | +| | | + +***Anchor***. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. + +***Bird***. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. + +***Fan***. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action. + +***Swan Boat***. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot long, 20-foot wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action. + +***Tree***. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot diameter trunk, and its branches at the top spread out in a 20-foot radius. + +***Whip***. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6+5 force damage. + +As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die. \ No newline at end of file diff --git a/Documents/Treasure/Magic Items F.md b/Documents/Treasure/Figurine of Wondrous Power.md similarity index 50% rename from Documents/Treasure/Magic Items F.md rename to Documents/Treasure/Figurine of Wondrous Power.md index 13e29a7..ee2e6e6 100644 --- a/Documents/Treasure/Magic Items F.md +++ b/Documents/Treasure/Figurine of Wondrous Power.md @@ -1,37 +1,3 @@ -# Magic Items (F) - -### Feather Token - -*Wondrous item, rare* - -This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly. - -**Table- Feather Token** - -| d100 | Feather Token | -|--------|---------------| -| 01-20 | Anchor | -| 21-35 | Bird | -| 36-50 | Fan | -| 51-65 | Swan boat | -| 66-90 | Tree | -| 91-100 | Whip | -| | | - -***Anchor***. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. - -***Bird***. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. - -***Fan***. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action. - -***Swan Boat***. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot long, 20-foot wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action. - -***Tree***. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot diameter trunk, and its branches at the top spread out in a 20-foot radius. - -***Whip***. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6+5 force damage. - -As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die. - ### Figurine of Wondrous Power *Wondrous item, rarity by figurine* @@ -82,34 +48,4 @@ If you have a good alignment, the figurine has a 10 percent chance each time you ***Serpentine Owl (Rare)***. This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence. -***Silver Raven (Uncommon)***. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the *animal messenger* spell on it at will. - -### Flame Tongue - -*Weapon (any sword), rare (requires attunement)* - -You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. - -### Folding Boat - -*Wondrous item, rare* - -This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. - -One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. - -The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. - -When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. - -The third command word causes the *folding boat* to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. - -### Frost Brand - -*Weapon (any sword), very rare (requires attunement)* - -When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. - -In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - -When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. \ No newline at end of file +***Silver Raven (Uncommon)***. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the *animal messenger* spell on it at will. \ No newline at end of file diff --git a/Documents/Treasure/Flame Tongue.md b/Documents/Treasure/Flame Tongue.md new file mode 100644 index 0000000..1777006 --- /dev/null +++ b/Documents/Treasure/Flame Tongue.md @@ -0,0 +1,5 @@ +### Flame Tongue + +*Weapon (any sword), rare (requires attunement)* + +You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. \ No newline at end of file diff --git a/Documents/Treasure/Folding Boat.md b/Documents/Treasure/Folding Boat.md new file mode 100644 index 0000000..ec83369 --- /dev/null +++ b/Documents/Treasure/Folding Boat.md @@ -0,0 +1,13 @@ +### Folding Boat + +*Wondrous item, rare* + +This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. + +One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. + +The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. + +When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. + +The third command word causes the *folding boat* to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. \ No newline at end of file diff --git a/Documents/Treasure/Frost Brand.md b/Documents/Treasure/Frost Brand.md new file mode 100644 index 0000000..7a16f5c --- /dev/null +++ b/Documents/Treasure/Frost Brand.md @@ -0,0 +1,9 @@ +### Frost Brand + +*Weapon (any sword), very rare (requires attunement)* + +When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. + +In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. + +When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. \ No newline at end of file diff --git a/Documents/Treasure/Gauntlets of Ogre Power.md b/Documents/Treasure/Gauntlets of Ogre Power.md new file mode 100644 index 0000000..f52e1a5 --- /dev/null +++ b/Documents/Treasure/Gauntlets of Ogre Power.md @@ -0,0 +1,5 @@ +### Gauntlets of Ogre Power + +*Wondrous item, uncommon (requires attunement)* + +Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher. \ No newline at end of file diff --git a/Documents/Treasure/Gem of Brightness.md b/Documents/Treasure/Gem of Brightness.md new file mode 100644 index 0000000..ea8b08f --- /dev/null +++ b/Documents/Treasure/Gem of Brightness.md @@ -0,0 +1,11 @@ +### Gem of Brightness + +*Wondrous item, uncommon* + +This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: + +- The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. +- The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. +- The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. + +When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp. \ No newline at end of file diff --git a/Documents/Treasure/Gem of Seeing.md b/Documents/Treasure/Gem of Seeing.md new file mode 100644 index 0000000..dc42ecb --- /dev/null +++ b/Documents/Treasure/Gem of Seeing.md @@ -0,0 +1,7 @@ +### Gem of Seeing + +*Wondrous item, rare (requires attunement)* + +This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. + +The gem regains 1d3 expended charges daily at dawn. \ No newline at end of file diff --git a/Documents/Treasure/Giant Slayer.md b/Documents/Treasure/Giant Slayer.md new file mode 100644 index 0000000..ccbd634 --- /dev/null +++ b/Documents/Treasure/Giant Slayer.md @@ -0,0 +1,7 @@ +### Giant Slayer + +*Weapon (any axe or sword), rare* + +You gain a +1 bonus to attack and damage rolls made with this magic weapon. + +When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. \ No newline at end of file diff --git a/Documents/Treasure/Glamoured Studded Leather.md b/Documents/Treasure/Glamoured Studded Leather.md new file mode 100644 index 0000000..0f09b3b --- /dev/null +++ b/Documents/Treasure/Glamoured Studded Leather.md @@ -0,0 +1,5 @@ +### Glamoured Studded Leather + +*Armor (studded leather), rare* + +While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. \ No newline at end of file diff --git a/Documents/Treasure/Gloves of Missile Snaring.md b/Documents/Treasure/Gloves of Missile Snaring.md new file mode 100644 index 0000000..66309c5 --- /dev/null +++ b/Documents/Treasure/Gloves of Missile Snaring.md @@ -0,0 +1,5 @@ +### Gloves of Missile Snaring + +*Wondrous item, uncommon (requires attunement)* + +These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10+your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. \ No newline at end of file diff --git a/Documents/Treasure/Gloves of Swimming and Climbing.md b/Documents/Treasure/Gloves of Swimming and Climbing.md new file mode 100644 index 0000000..5cae081 --- /dev/null +++ b/Documents/Treasure/Gloves of Swimming and Climbing.md @@ -0,0 +1,5 @@ +### Gloves of Swimming and Climbing + +*Wondrous item, uncommon (requires attunement)* + +While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim. \ No newline at end of file diff --git a/Documents/Treasure/Goggles of Night.md b/Documents/Treasure/Goggles of Night.md new file mode 100644 index 0000000..761509f --- /dev/null +++ b/Documents/Treasure/Goggles of Night.md @@ -0,0 +1,5 @@ +### Goggles of Night + +*Wondrous item, uncommon* + +While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. \ No newline at end of file diff --git a/Documents/Treasure/Hammer of Thunderbolts.md b/Documents/Treasure/Hammer of Thunderbolts.md new file mode 100644 index 0000000..2c0b12f --- /dev/null +++ b/Documents/Treasure/Hammer of Thunderbolts.md @@ -0,0 +1,9 @@ +### Hammer of Thunderbolts + +*Weapon (maul), legendary* + +You gain a +1 bonus to attack and damage rolls made with this magic weapon. + +***Giant's Bane (Requires Attunement)***. You must be wearing a *belt of giant strength* (any variety) and *gauntlets of ogre power* to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die. + +The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4+1 expended charges daily at dawn. \ No newline at end of file diff --git a/Documents/Treasure/Handy Haversack.md b/Documents/Treasure/Handy Haversack.md new file mode 100644 index 0000000..c9b5da4 --- /dev/null +++ b/Documents/Treasure/Handy Haversack.md @@ -0,0 +1,11 @@ +### Handy Haversack + +*Wondrous item, rare* + +This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. + +Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. + +The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. + +Placing the haversack inside an extradimensional space created by a *bag of holding*, *portable hole*, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. \ No newline at end of file diff --git a/Documents/Treasure/Hat of Disguise.md b/Documents/Treasure/Hat of Disguise.md new file mode 100644 index 0000000..b50addb --- /dev/null +++ b/Documents/Treasure/Hat of Disguise.md @@ -0,0 +1,5 @@ +### Hat of Disguise + +*Wondrous item, uncommon (requires attunement)* + +While wearing this hat, you can use an action to cast the *disguise self* spell from it at will. The spell ends if the hat is removed. \ No newline at end of file diff --git a/Documents/Treasure/Headband of Intellect.md b/Documents/Treasure/Headband of Intellect.md new file mode 100644 index 0000000..8e3fd35 --- /dev/null +++ b/Documents/Treasure/Headband of Intellect.md @@ -0,0 +1,5 @@ +### Headband of Intellect + +*Wondrous item, uncommon (requires attunement)* + +Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher. \ No newline at end of file diff --git a/Documents/Treasure/Helm of Brilliance.md b/Documents/Treasure/Helm of Brilliance.md new file mode 100644 index 0000000..f34bbb9 --- /dev/null +++ b/Documents/Treasure/Helm of Brilliance.md @@ -0,0 +1,14 @@ +### Helm of Brilliance + +*Wondrous item, very rare (requires attunement)* + +This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. + +You gain the following benefits while wearing it: + +- You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: *daylight* (opal), *fireball* (fire opal), *prismatic spray* (diamond), or *wall of fire* (ruby). The gem is destroyed when the spell is cast and disappears from the helm. +- As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage. +- As long as the helm has at least one ruby, you have resistance to fire damage. +- As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. + +Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed. \ No newline at end of file diff --git a/Documents/Treasure/Helm of Comprehending Languages.md b/Documents/Treasure/Helm of Comprehending Languages.md new file mode 100644 index 0000000..33ff226 --- /dev/null +++ b/Documents/Treasure/Helm of Comprehending Languages.md @@ -0,0 +1,5 @@ +### Helm of Comprehending Languages + +*Wondrous item, uncommon* + +While wearing this helm, you can use an action to cast the *comprehend languages* spell from it at will. \ No newline at end of file diff --git a/Documents/Treasure/Helm of Telepathy.md b/Documents/Treasure/Helm of Telepathy.md new file mode 100644 index 0000000..7018c71 --- /dev/null +++ b/Documents/Treasure/Helm of Telepathy.md @@ -0,0 +1,7 @@ +### Helm of Telepathy + +*Wondrous item, uncommon (requires attunement)* + +While wearing this helm, you can use an action to cast the *detect thoughts* spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. + +While focusing on a creature with *detect thoughts*, you can use an action to cast the *suggestion* spell (save DC 13) from the helm on that creature. Once used, the *suggestion* property can't be used again until the next dawn. \ No newline at end of file diff --git a/Documents/Treasure/Helm of Teleportation.md b/Documents/Treasure/Helm of Teleportation.md new file mode 100644 index 0000000..810ee09 --- /dev/null +++ b/Documents/Treasure/Helm of Teleportation.md @@ -0,0 +1,5 @@ +### Helm of Teleportation + +*Wondrous item, rare (requires attunement)* + +This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the *teleport* spell from it. The helm regains 1d3 expended charges daily at dawn. \ No newline at end of file diff --git a/Documents/Treasure/Holy Avenger.md b/Documents/Treasure/Holy Avenger.md new file mode 100644 index 0000000..beb13fe --- /dev/null +++ b/Documents/Treasure/Holy Avenger.md @@ -0,0 +1,7 @@ +### Holy Avenger + +*Weapon (any sword), legendary (requires attunement by a paladin)* + +You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. + +While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. \ No newline at end of file diff --git a/Documents/Treasure/Horn of Blasting.md b/Documents/Treasure/Horn of Blasting.md new file mode 100644 index 0000000..20999e0 --- /dev/null +++ b/Documents/Treasure/Horn of Blasting.md @@ -0,0 +1,7 @@ +### Horn of Blasting + +*Wondrous item, rare* + +You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. + +Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. \ No newline at end of file diff --git a/Documents/Treasure/Horn of Valhalla.md b/Documents/Treasure/Horn of Valhalla.md new file mode 100644 index 0000000..12cab18 --- /dev/null +++ b/Documents/Treasure/Horn of Valhalla.md @@ -0,0 +1,19 @@ +### Horn of Valhalla + +*Wondrous item, rare (silver or brass), very rare (bronze), or legendary (iron)* + +You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. + +Four types of *horn of Valhalla* are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly. + +**Table- Horn of Valhalla** + +| d100 | Horn Type | Berserkers Summoned | Requirement | +|-------|-----------|---------------------|--------------------------------------| +| 01-40 | Silver | 2d4+2 | None | +| 41-75 | Brass | 3d4+3 | Proficiency with all simple weapons | +| 76-90 | Bronze | 4d4+4 | Proficiency with all medium armor | +| 91-00 | Iron | 5d4+5 | Proficiency with all martial weapons | +| | | | | + +If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. \ No newline at end of file diff --git a/Documents/Treasure/Horseshoes of Speed.md b/Documents/Treasure/Horseshoes of Speed.md new file mode 100644 index 0000000..bec493f --- /dev/null +++ b/Documents/Treasure/Horseshoes of Speed.md @@ -0,0 +1,5 @@ +### Horseshoes of Speed + +*Wondrous item, rare* + +These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet. \ No newline at end of file diff --git a/Documents/Treasure/Horseshoes of a Zephyr.md b/Documents/Treasure/Horseshoes of a Zephyr.md new file mode 100644 index 0000000..837170e --- /dev/null +++ b/Documents/Treasure/Horseshoes of a Zephyr.md @@ -0,0 +1,5 @@ +### Horseshoes of a Zephyr + +*Wondrous item, very rare* + +These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march. \ No newline at end of file diff --git a/Documents/Treasure/Immovable Rod.md b/Documents/Treasure/Immovable Rod.md new file mode 100644 index 0000000..12ca92a --- /dev/null +++ b/Documents/Treasure/Immovable Rod.md @@ -0,0 +1,5 @@ +### Immovable Rod + +*Rod, uncommon* + +This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. \ No newline at end of file diff --git a/Documents/Treasure/Instant Fortress.md b/Documents/Treasure/Instant Fortress.md new file mode 100644 index 0000000..118ce14 --- /dev/null +++ b/Documents/Treasure/Instant Fortress.md @@ -0,0 +1,13 @@ +### Instant Fortress + +*Wondrous item, rare* + +You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty. + +The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the *knock* spell and similar magic, such as that of a *chime of opening*. + +Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically. + +The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, + +immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a *wish* spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of *wish* causes the roof, the door, or one wall to regain 50 hit points. \ No newline at end of file diff --git a/Documents/Treasure/Ioun Stone.md b/Documents/Treasure/Ioun Stone.md new file mode 100644 index 0000000..67ac6fa --- /dev/null +++ b/Documents/Treasure/Ioun Stone.md @@ -0,0 +1,45 @@ +### Ioun Stone + +*Wondrous item, rarity varies (requires attunement)* + +An *Ioun stone* is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of *Ioun stone* exist, each type a distinct combination of shape and color. + +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. + +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. + +***Absorption (Very Rare)***. While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. + +Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. + +***Agility (Very Rare)***. Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head. + +***Awareness (Rare)***. You can't be surprised while this dark blue rhomboid orbits your head. + +***Fortitude (Very Rare)***. Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. + +***Greater Absorption (Legendary)***. While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. + +Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. + +***Insight (Very Rare)***. Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. + +***Intellect (Very Rare)***. Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. + +***Leadership (Very Rare)***. Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. + +***Mastery (Legendary)***. Your proficiency bonus increases by 1 while this pale green prism orbits your head. + +***Protection (Rare)***. You gain a +1 bonus to AC while this dusty rose prism orbits your head. + +***Regeneration (Legendary)***. You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point. + +***Reserve (Rare)***. This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4-1 levels of stored spells chosen by the GM. + +Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. + +While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space. + +***Strength (Very Rare)***. Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head. + +***Sustenance (Rare)***. You don't need to eat or drink while this clear spindle orbits your head. \ No newline at end of file diff --git a/Documents/Treasure/Iron Bands of Binding.md b/Documents/Treasure/Iron Bands of Binding.md new file mode 100644 index 0000000..db2fe4d --- /dev/null +++ b/Documents/Treasure/Iron Bands of Binding.md @@ -0,0 +1,11 @@ +### Iron Bands of Binding + +*Wondrous item, rare* + +This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. + +Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. + +A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. + +Once the bands are used, they can't be used again until the next dawn. \ No newline at end of file diff --git a/Documents/Treasure/Iron Flask.md b/Documents/Treasure/Iron Flask.md new file mode 100644 index 0000000..009a9de --- /dev/null +++ b/Documents/Treasure/Iron Flask.md @@ -0,0 +1,35 @@ +### Iron Flask + +*Wondrous item, legendary* + +This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age. + +You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. + +An *identify* spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly. + +**Table- Iron Flask** + +| d100 | Contents | +|-------|-------------------| +| 1‒50 | Empty | +| 51‒54 | Demon (type 1) | +| 55‒58 | Demon (type 2) | +| 59‒62 | Demon (type 3) | +| 63‒64 | Demon (type 4) | +| 65 | Demon (type 5) | +| 66 | Demon (type 6) | +| 67 | Deva | +| 68‒69 | Devil (greater) | +| 70‒73 | Devil (lesser) | +| 74‒75 | Djinni | +| 76‒77 | Efreeti | +| 78‒83 | Elemental (any) | +| 84‒86 | Invisible stalker | +| 87‒90 | Night hag | +| 91 | Planetar | +| 92‒95 | Salamander | +| 96 | Solar | +| 97‒99 | Succubus/incubus | +| 100 | Xorn | +| | | \ No newline at end of file diff --git a/Documents/Treasure/Magic Items J.md b/Documents/Treasure/Javelin of Lightning.md similarity index 97% rename from Documents/Treasure/Magic Items J.md rename to Documents/Treasure/Javelin of Lightning.md index c6b59a9..16d7af6 100644 --- a/Documents/Treasure/Magic Items J.md +++ b/Documents/Treasure/Javelin of Lightning.md @@ -1,5 +1,3 @@ -# Magic Items (J) - ### Javelin of Lightning *Weapon (javelin), uncommon* diff --git a/Documents/Treasure/Lantern of Revealing.md b/Documents/Treasure/Lantern of Revealing.md new file mode 100644 index 0000000..0c5501f --- /dev/null +++ b/Documents/Treasure/Lantern of Revealing.md @@ -0,0 +1,5 @@ +### Lantern of Revealing + +*Wondrous item, uncommon* + +While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. \ No newline at end of file diff --git a/Documents/Treasure/Magic Items L.md b/Documents/Treasure/Luck Blade.md similarity index 63% rename from Documents/Treasure/Magic Items L.md rename to Documents/Treasure/Luck Blade.md index b7f3ca5..0c74ddd 100644 --- a/Documents/Treasure/Magic Items L.md +++ b/Documents/Treasure/Luck Blade.md @@ -1,11 +1,3 @@ -# Magic Items (L) - -### Lantern of Revealing - -*Wondrous item, uncommon* - -While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. - ### Luck Blade *Weapon (any sword), legendary (requires attunement)* diff --git a/Documents/Treasure/Mace of Disruption.md b/Documents/Treasure/Mace of Disruption.md new file mode 100644 index 0000000..4692ab1 --- /dev/null +++ b/Documents/Treasure/Mace of Disruption.md @@ -0,0 +1,7 @@ +### Mace of Disruption + +*Weapon (mace), rare (requires attunement)* + +When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. + +While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. \ No newline at end of file diff --git a/Documents/Treasure/Mace of Smiting.md b/Documents/Treasure/Mace of Smiting.md new file mode 100644 index 0000000..41b4032 --- /dev/null +++ b/Documents/Treasure/Mace of Smiting.md @@ -0,0 +1,7 @@ +### Mace of Smiting + +*Weapon (mace), rare* + +You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. + +When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. \ No newline at end of file diff --git a/Documents/Treasure/Mace of Terror.md b/Documents/Treasure/Mace of Terror.md new file mode 100644 index 0000000..bc5ec2e --- /dev/null +++ b/Documents/Treasure/Mace of Terror.md @@ -0,0 +1,7 @@ +### Mace of Terror + +*Weapon (mace), rare (requires attunement)* + +This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. + +The mace regains 1d3 expended charges daily at dawn. \ No newline at end of file diff --git a/Documents/Treasure/Magic Items B.md b/Documents/Treasure/Magic Items B.md deleted file mode 100644 index 01b898a..0000000 --- a/Documents/Treasure/Magic Items B.md +++ /dev/null @@ -1,238 +0,0 @@ -# Magic Items (B) - -### Bag of Beans - -*Wondrous item, rare* - -Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. - -If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. - -If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect. - -**Table- Bag of Beans** - -| d100 | Effect | -|-------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| -| 01 | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. | -| 02-10 | A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 rounds. | -| 11-20 | A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks. | -| 21-30 | An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. | -| 31-40 | A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). | -| 41-50 | 1d6+6 shriekers sprout. | -| 51-60 | 1d4+8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. | -| 61-70 | A hungry bulette burrows up and attacks. 71-80 A fruit tree grows. It has 1d10+20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. | -| 81-90 | A nest of 1d4+3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. | -| 91-99 | A pyramid with a 60-foot square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the GM's choice. | -| 100 | A giant beanstalk sprouts, growing to a height of the GM's choice. The top leads where the GM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence. | -| | | - -### Bag of Devouring - -*Wondrous item, very rare* - -This bag superficially resembles a *bag of holding* but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. - -The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed. - -Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane. - -If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane. - -### Bag of Holding - -*Wondrous item, uncommon* - -This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. - -If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. - -Placing a *bag of holding* inside an extradimensional space created by a *handy haversack*, *portable hole*, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. - -### Bag of Tricks - -*Wondrous item, uncommon* - -This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. - -You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. - -The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. - -Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. - -**Table- Gray Bag of Tricks** - -| d8 | Creature | -|----|--------------| -| 1 | Weasel | -| 2 | Giant rat | -| 3 | Badger | -| 4 | Boar | -| 5 | Panther | -| 6 | Giant badger | -| 7 | Dire wolf | -| 8 | Giant elk | -| | | - -**Table- Rust Bag of Tricks** - -| d8 | Creature | -|----|------------| -| 1 | Rat | -| 2 | Owl | -| 3 | Mastiff | -| 4 | Goat | -| 5 | Giant goat | -| 6 | Giant boar | -| 7 | Lion | -| 8 | Brown bear | -| | | - -**Table- Tan Bag of Tricks** - -| d8 | Creature | -|----|--------------| -| 1 | Jackal | -| 2 | Ape | -| 3 | Baboon | -| 4 | Axe beak | -| 5 | Black bear | -| 6 | Giant weasel | -| 7 | Giant hyena | -| 8 | Tiger | -| | | - -### Bead of Force - -*Wondrous item, rare* - -This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4+4 *beads of force* are found together. - -You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can. - -An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside. - -### Belt of Dwarvenkind - -*Wondrous item, rare (requires attunement)* - -While wearing this belt, you gain the following benefits: - -- Your Constitution score increases by 2, to a maximum of 20. -- You have advantage on Charisma (Persuasion) checks made to interact with dwarves. - -In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one. - -If you aren't a dwarf, you gain the following additional benefits while wearing the belt: - -- You have advantage on saving throws against poison, and you have resistance against poison damage. -- You have darkvision out to a range of 60 feet. -- You can speak, read, and write Dwarvish. - -### Belt of Giant Strength - -*Wondrous item, rarity varies (requires attunement)* - -While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. - -Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The *belt of stone giant strength* and the *belt of frost giant strength* look different, but they have the same effect. - -**Table- Belt of Strength** - -| Type | Strength | Rarity | -|-------------------|----------|-----------| -| Hill giant | 21 | Rare | -| Stone/frost giant | 23 | Very rare | -| Fire giant | 25 | Very rare | -| Cloud giant | 27 | Legendary | -| Storm giant | 29 | Legendary | -| | | | - -### Berserker Axe - -*Weapon (any axe), rare (requires attunement)* - -You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. - -***Curse***. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. - -Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. - -### Boots of Elvenkind - -*Wondrous item, uncommon* - -While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. - -### Boots of Levitation - -*Wondrous item, rare (requires attunement)* - -While you wear these boots, you can use an action to cast the *levitate* spell on yourself at will. - -### Boots of Speed - -*Wondrous item, rare (requires attunement)* - -While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. - -When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. - -### Boots of Striding and Springing - -*Wondrous item, uncommon (requires attunement)* - -While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. - -### Boots of the Winterlands - -*Wondrous item, uncommon (requires attunement)* - -These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: - -- You have resistance to cold damage. -- You ignore difficult terrain created by ice or snow. -- You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit. - -### Bowl of Commanding Water Elementals - -*Wondrous item, rare* - -While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the *conjure elemental* spell. The bowl can't be used this way again until the next dawn. - -The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons. - -### Bracers of Archery - -*Wondrous item, uncommon (requires attunement)* - -While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. - -### Bracers of Defense - -*Wondrous item, rare (requires attunement)* - -While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. - -### Brazier of Commanding Fire Elementals - -*Wondrous item, rare* - -While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the *conjure elemental* spell. The brazier can't be used this way again until the next dawn. - -The brazier weighs 5 pounds. - -### Brooch of Shielding - -*Wondrous item, uncommon (requires attunement)* - -While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the *magic missile* spell. - -### Broom of Flying - -*Wondrous item, uncommon* - -This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. - -You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you. \ No newline at end of file diff --git a/Documents/Treasure/Magic Items C.md b/Documents/Treasure/Magic Items C.md deleted file mode 100644 index 10b5c92..0000000 --- a/Documents/Treasure/Magic Items C.md +++ /dev/null @@ -1,181 +0,0 @@ -# Magic Items (C) - -### Candle of Invocation - -*Wondrous item, very rare (requires attunement)* - -This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the *detect evil and good* spell. The GM chooses the god and associated alignment or determines the alignment randomly. - -**Table- Candle of Invocation** - -| d20 | Alignment | -|-------|-----------------| -| 1-2 | Chaotic evil | -| 3-4 | Chaotic neutral | -| 5-7 | Chaotic good | -| 8-9 | Neutral evil | -| 10-11 | Neutral | -| 12-13 | Neutral good | -| 14-15 | Lawful evil | -| 16-17 | Lawful neutral | -| 18-20 | Lawful good | -| | | - -The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time. - -While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st-level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot. - -Alternatively, when you light the candle for the first time, you can cast the *gate* spell with it. Doing so destroys the candle. - -### Cape of the Mountebank - -*Wondrous item, rare* - -This cape smells faintly of brimstone. While wearing it, you can use it to cast the *dimension door* spell as an action. This property of the cape can't be used again until the next dawn. - -When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. - -### Carpet of Flying - -*Wondrous item, very rare* - -You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. - -Four sizes of *carpet of flying* exist. The GM chooses the size of a given carpet or determines it randomly. - -**Table- Carpet of Flying** - -| d100 | Size | Capacity | Flying Speed | -|--------|---------------|----------|--------------| -| 01-20 | 3 ft. × 5 ft. | 200 lb. | 80 feet | -| 21-55 | 4 ft. × 6 ft. | 400 lb. | 60 feet | -| 56-80 | 5 ft. × 7 ft. | 600 lb. | 40 feet | -| 81-100 | 6 ft. × 9 ft. | 800 lb. | 30 feet | -| | | | | - -A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity. - -### Censer of Controlling Air Elementals - -*Wondrous item, rare* - -While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the *conjure elemental* spell. The censer can't be used this way again until the next dawn. - -This 6-inch-wide, 1-foot high vessel resembles a chalice with a decorated lid. It weighs 1 pound. - -### Chime of Opening - -*Wondrous item, rare* - -This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. - -The chime can be used ten times. After the tenth time, it cracks and becomes useless. - -### Circlet of Blasting - -*Wondrous item, uncommon* - -While wearing this circlet, you can use an action to cast the *scorching ray* spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn. - -### Cloak of Arachnida - -*Wondrous item, very rare (requires attunement)* - -This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: - -- You have resistance to poison damage. -- You have a climbing speed equal to your walking speed. -- You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. -- You can't be caught in webs of any sort and can move through webs as if they were difficult terrain. -- You can use an action to cast the *web* spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn. - -### Cloak of Displacement - -*Wondrous item, rare (requires attunement)* - -While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. - -### Cloak of Elvenkind - -*Wondrous item, uncommon (requires attunement)* - -While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. - -### Cloak of Protection - -*Wondrous item, uncommon (requires attunement)* - -You gain a +1 bonus to AC and saving throws while you wear this cloak. - -### Cloak of the Bat - -*Wondrous item, rare (requires attunement)* - -While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. - -While wearing the cloak in an area of dim light or darkness, you can use your action to cast *polymorph* on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. - -### Cloak of the Manta Ray - -*Wondrous item, uncommon* - -While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. - -### Crystal Ball - -*Wondrous item, very rare or legendary (requires attunement)* - -The typical *crystal ball*, a very rare item, is about 6 inches in diameter. While touching it, you can cast the *scrying* spell (save DC 17) with it. - -The following *crystal ball* variants are legendary items and have additional properties. - -***Crystal Ball of Mind Reading***. You can use an action to cast the *detect thoughts* spell (save DC 17) while you are scrying with the *crystal ball*, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this *detect thoughts* to maintain it during its duration, but it ends if *scrying* ends. - -***Crystal Ball of Telepathy***. While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the *suggestion* spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this *suggestion* to maintain it during its duration, but it ends if *scrying* ends. Once used, the *suggestion* power of the *crystal ball* can't be used again until the next dawn. - -***Crystal Ball of True Seeing***. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor. - -### Cube of Force - -*Wondrous item, rare (requires attunement)* - -This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. - -You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. - -If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains. - -**Table- Cube of Force Effects** - -| Face | Charges | Effect | -|------|---------|-------------------------------------------------------------------------------------------------------------------| -| 1 | 1 | Gases, wind, and fog can't pass through the barrier. | -| 2 | 2 | Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. | -| 3 | 3 | Living matter can't pass through the barrier. | -| 4 | 4 | Spell effects can't pass through the barrier. | -| 5 | 5 | Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. | -| 6 | 0 | The barrier deactivates. | -| | | | - -The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below. - -**Table- Cube of Force Charges Lost** - -| Spell or Item | Charges Lost | -|------------------|--------------| -| Disintegrate | 1d12 | -| Horn of blasting | 1d10 | -| Passwall | 1d6 | -| Prismatic spray | 1d20 | -| Wall of fire | 1d4 | -| | | - -### Cubic Gate - -*Wondrous item, legendary* - -This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM. - -You can use an action to press one side of the cube to cast the *gate* spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the *plane shift* spell (save DC 17) with the cube and transport the targets to the plane keyed to that side. - -The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn. \ No newline at end of file diff --git a/Documents/Treasure/Magic Items D.md b/Documents/Treasure/Magic Items D.md deleted file mode 100644 index 58618d3..0000000 --- a/Documents/Treasure/Magic Items D.md +++ /dev/null @@ -1,292 +0,0 @@ -# Magic Items (D) - -### Dagger of Venom - -*Weapon (dagger), rare* - -You gain a +1 bonus to attack and damage rolls made with this magic weapon. - -You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. - -### Dancing Sword - -*Weapon (any sword), very rare (requires attunement)* - -You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. - -While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. - -After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. - -### Decanter of Endless Water - -*Wondrous item, uncommon* - -This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. - -You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: - -- "Stream" produces 1 gallon of water. -- "Fountain" produces 5 gallons of water. -- "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. - -### Deck of Illusions - -*Wondrous item, uncommon* - -This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20-1 cards. - -The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. - -An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. - -The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. - -**Table- Deck of Illusions** - -| Playing Card | Illusion | -|-------------------|----------------------------------| -| Ace of hearts | Red dragon | -| King of hearts | Knight and four guards | -| Queen of hearts | Succubus or incubus | -| Jack of hearts | Druid | -| Ten of hearts | Cloud giant | -| Nine of hearts | Ettin | -| Eight of hearts | Bugbear | -| Two of hearts | Goblin | -| Ace of diamonds | Beholder | -| King of diamonds | Archmage and mage apprentice | -| Queen of diamonds | Night hag | -| Jack of diamonds | Assassin | -| Ten of diamonds | Fire giant | -| Nine of diamonds | Ogre mage | -| Eight of diamonds | Gnoll | -| Two of diamonds | Kobold | -| Ace of spades | Lich | -| King of spades | Priest and two acolytes | -| Queen of spades | Medusa | -| Jack of spades | Veteran | -| Ten of spades | Frost giant | -| Nine of spades | Troll | -| Eight of spades | Hobgoblin | -| Two of spades | Goblin | -| Ace of clubs | Iron golem | -| King of clubs | Bandit captain and three bandits | -| Queen of clubs | Erinyes | -| Jack of clubs | Berserker | -| Ten of clubs | Hill giant | -| Nine of clubs | Ogre | -| Eight of clubs | Orc | -| Two of clubs | Kobold | -| Jokers (2) | You (the deck's owner) | -| | | - -### Deck of Many Things - -*Wondrous item, legendary* - -Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two. - -Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. - -Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice. - -**Table- Deck of Many Things** - -| Playing Card | Card | -|--------------------|------------| -| Ace of diamonds | Vizier* | -| King of diamonds | Sun | -| Queen of diamonds | Moon | -| Jack of diamonds | Star | -| Two of diamonds | Comet* | -| Ace of hearts | The Fates* | -| King of hearts | Throne | -| Queen of hearts | Key | -| Jack of hearts | Knight | -| Two of hearts | Gem* | -| Ace of clubs | Talons* | -| King of clubs | The Void | -| Queen of clubs | Flames | -| Jack of clubs | Skull | -| Two of clubs | Idiot* | -| Ace of spades | Donjon* | -| King of spades | Ruin | -| Queen of spades | Euryale | -| Jack of spades | Rogue | -| Two of spades | Balance* | -| Joker (with TM) | Fool* | -| Joker (without TM) | Jester | -| | | - -\* Found only in a deck with twenty-two cards - -***Balance***. Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you. - -***Comet***. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect. - -***Donjon***. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a *wish* spell can reveal the location of your prison. You draw no more cards. - -***Euryale***. The card's medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse. - -***The Fates***. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die. - -***Flames***. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. - -***Fool***. You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level. - -***Gem***. Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet. - -***Idiot***. Permanently reduce your Intelligence by 1d4+1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. - -***Jester***. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws. - -***Key***. A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon. - -***Knight***. You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character. - -***Moon***. You are granted the ability to cast the *wish* spell 1d3 times. - -***Rogue***. A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a *wish* spell or divine intervention can end the NPC's hostility toward you. - -***Ruin***. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. - -***Skull***. You summon an avatar of death-a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life. - -#### Avatar of Death - -*Medium undead, neutral evil* - -**Armor Class** 20 - -**Hit Points** half the hit point maximum of its summoner - -**Speed** 60 ft., fly 60 ft. (hover) - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | - -**Damage Immunities** necrotic, poison - -**Condition Immunities** charmed, frightened, paralyzed, petrified, poisoned, unconscious - -**Senses** darkvision 60 ft., truesight 60 ft., passive Perception 13 - -**Languages** all languages known to its summoner - -**Challenge** - (0 XP) - -***Incorporeal Movement***. The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. - -***Turning Immunity***. The avatar is immune to features that turn undead. - -###### Actions - -***Reaping Scythe***. The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8+3) slashing damage plus 4 (1d8) necrotic damage. - -***Star***. Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24. - -***Sun***. You gain 50,000 XP, and a wondrous item (which the GM determines randomly) appears in your hands. - -***Talons***. Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish. - -***Throne***. You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours. - -***Vizier***. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it. - -***The Void***. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A *wish* spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards. - -### Defender - -*Weapon (any sword), legendary (requires attunement)* - -You gain a +3 bonus to attack and damage rolls made with this magic weapon. - -The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. - -### Demon Armor - -*Armor (plate), very rare (requires attunement)* - -While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8. - -***Curse***. Once you don this cursed armor, you can't doff it unless you are targeted by the *remove curse* spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities. - -### Dimensional Shackles - -*Wondrous item, rare* - -You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal. - -You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles. - -### Dragon Scale Mail - -*Armor (scale mail), very rare (requires attunement)* - -Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. - -While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table). - -Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn. - -**Table- Dragon Scale Mail** - -| Dragon | Resistance | -|--------|------------| -| Black | Acid | -| Blue | Lightning | -| Brass | Fire | -| Bronze | Lightning | -| Copper | Acid | -| Gold | Fire | -| Green | Poison | -| Red | Fire | -| Silver | Cold | -| White | Cold | -| | | - -### Dragon Slayer - -*Weapon (any sword), rare* - -You gain a +1 bonus to attack and damage rolls made with this magic weapon. - -When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. - -### Dust of Disappearance - -*Wondrous item, uncommon* - -Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. - -### Dust of Dryness - -*Wondrous item, uncommon* - -This small packet contains 1d6+4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. - -Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic. - -An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one. - -### Dust of Sneezing and Choking - -*Wondrous item, uncommon* - -Found in a small container, this powder resembles very fine sand. It appears to be *dust of disappearance*, and an *identify* spell reveals it to be such. There is enough of it for one use. - -When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The *lesser restoration* spell can also end the effect on a creature. - -### Dwarven Plate - -*Armor (plate), very rare* - -While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. - -### Dwarven Thrower - -*Weapon (warhammer), very rare (requires attunement by a dwarf)* - -You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. \ No newline at end of file diff --git a/Documents/Treasure/Magic Items E.md b/Documents/Treasure/Magic Items E.md deleted file mode 100644 index 4d5435e..0000000 --- a/Documents/Treasure/Magic Items E.md +++ /dev/null @@ -1,74 +0,0 @@ -# Magic Items (E) - -### Efficient Quiver - -*Wondrous item, uncommon* - -Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. - -You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. - -### Efreeti Bottle - -*Wondrous item, very rare* - -This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. - -The first time the bottle is opened, the GM rolls to determine what happens. - -**Table- Efreeti Bottle** - -| d100 | Effect | -|--------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| -| 01-10 | The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. | -| 11-90 | The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. | -| 91-100 | The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. | -| | | - -### Elemental Gem - -*Wondrous item, uncommon* - -This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the *conjure elemental* spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell. - -**Table- Elemental Gem** - -| Gem | Summoned Elemental | -|----------------|--------------------| -| Blue sapphire | Air elemental | -| Yellow diamond | Earth elemental | -| Red corundum | Fire elemental | -| Emerald | Water elemental | -| | | - -### Elven Chain - -*Armor (chain shirt), rare* - -You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. - -### Eversmoking Bottle - -*Wondrous item, uncommon* - -Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. - -The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round. - -### Eyes of Charming - -*Wondrous item, uncommon (requires attunement)* - -These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the *charm person* spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn. - -### Eyes of Minute Seeing - -*Wondrous item, uncommon* - -These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. - -### Eyes of the Eagle - -*Wondrous item, uncommon (requires attunement)* - -These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. \ No newline at end of file diff --git a/Documents/Treasure/Magic Items G.md b/Documents/Treasure/Magic Items G.md deleted file mode 100644 index b0349ad..0000000 --- a/Documents/Treasure/Magic Items G.md +++ /dev/null @@ -1,59 +0,0 @@ -# Magic Items (G) - -### Gauntlets of Ogre Power - -*Wondrous item, uncommon (requires attunement)* - -Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher. - -### Gem of Brightness - -*Wondrous item, uncommon* - -This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: - -- The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. -- The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. -- The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. - -When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp. - -### Gem of Seeing - -*Wondrous item, rare (requires attunement)* - -This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. - -The gem regains 1d3 expended charges daily at dawn. - -### Giant Slayer - -*Weapon (any axe or sword), rare* - -You gain a +1 bonus to attack and damage rolls made with this magic weapon. - -When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. - -### Glamoured Studded Leather - -*Armor (studded leather), rare* - -While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. - -### Gloves of Missile Snaring - -*Wondrous item, uncommon (requires attunement)* - -These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10+your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. - -### Gloves of Swimming and Climbing - -*Wondrous item, uncommon (requires attunement)* - -While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim. - -### Goggles of Night - -*Wondrous item, uncommon* - -While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. \ No newline at end of file diff --git a/Documents/Treasure/Magic Items H.md b/Documents/Treasure/Magic Items H.md deleted file mode 100644 index 776ba87..0000000 --- a/Documents/Treasure/Magic Items H.md +++ /dev/null @@ -1,118 +0,0 @@ -# Magic Items (H) - -### Hammer of Thunderbolts - -*Weapon (maul), legendary* - -You gain a +1 bonus to attack and damage rolls made with this magic weapon. - -***Giant's Bane (Requires Attunement)***. You must be wearing a *belt of giant strength* (any variety) and *gauntlets of ogre power* to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die. - -The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4+1 expended charges daily at dawn. - -### Handy Haversack - -*Wondrous item, rare* - -This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. - -Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. - -The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. - -Placing the haversack inside an extradimensional space created by a *bag of holding*, *portable hole*, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. - -### Hat of Disguise - -*Wondrous item, uncommon (requires attunement)* - -While wearing this hat, you can use an action to cast the *disguise self* spell from it at will. The spell ends if the hat is removed. - -### Headband of Intellect - -*Wondrous item, uncommon (requires attunement)* - -Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher. - -### Helm of Brilliance - -*Wondrous item, very rare (requires attunement)* - -This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. - -You gain the following benefits while wearing it: - -- You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: *daylight* (opal), *fireball* (fire opal), *prismatic spray* (diamond), or *wall of fire* (ruby). The gem is destroyed when the spell is cast and disappears from the helm. -- As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage. -- As long as the helm has at least one ruby, you have resistance to fire damage. -- As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. - -Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed. - -### Helm of Comprehending Languages - -*Wondrous item, uncommon* - -While wearing this helm, you can use an action to cast the *comprehend languages* spell from it at will. - -### Helm of Telepathy - -*Wondrous item, uncommon (requires attunement)* - -While wearing this helm, you can use an action to cast the *detect thoughts* spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. - -While focusing on a creature with *detect thoughts*, you can use an action to cast the *suggestion* spell (save DC 13) from the helm on that creature. Once used, the *suggestion* property can't be used again until the next dawn. - -### Helm of Teleportation - -*Wondrous item, rare (requires attunement)* - -This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the *teleport* spell from it. The helm regains 1d3 expended charges daily at dawn. - -### Holy Avenger - -*Weapon (any sword), legendary (requires attunement by a paladin)* - -You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. - -While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. - -### Horn of Blasting - -*Wondrous item, rare* - -You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. - -Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. - -### Horn of Valhalla - -*Wondrous item, rare (silver or brass), very rare (bronze), or legendary (iron)* - -You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. - -Four types of *horn of Valhalla* are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly. - -**Table- Horn of Valhalla** - -| d100 | Horn Type | Berserkers Summoned | Requirement | -|-------|-----------|---------------------|--------------------------------------| -| 01-40 | Silver | 2d4+2 | None | -| 41-75 | Brass | 3d4+3 | Proficiency with all simple weapons | -| 76-90 | Bronze | 4d4+4 | Proficiency with all medium armor | -| 91-00 | Iron | 5d4+5 | Proficiency with all martial weapons | -| | | | | - -If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. - -### Horseshoes of a Zephyr - -*Wondrous item, very rare* - -These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march. - -### Horseshoes of Speed - -*Wondrous item, rare* - -These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet. \ No newline at end of file diff --git a/Documents/Treasure/Magic Items I.md b/Documents/Treasure/Magic Items I.md deleted file mode 100644 index 0c1ae63..0000000 --- a/Documents/Treasure/Magic Items I.md +++ /dev/null @@ -1,115 +0,0 @@ -# Magic Items (I) - -### Immovable Rod - -*Rod, uncommon* - -This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. - -### Instant Fortress - -*Wondrous item, rare* - -You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty. - -The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the *knock* spell and similar magic, such as that of a *chime of opening*. - -Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically. - -The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, - -immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a *wish* spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of *wish* causes the roof, the door, or one wall to regain 50 hit points. - -### Ioun Stone - -*Wondrous item, rarity varies (requires attunement)* - -An *Ioun stone* is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of *Ioun stone* exist, each type a distinct combination of shape and color. - -When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. - -A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. - -***Absorption (Very Rare)***. While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. - -Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. - -***Agility (Very Rare)***. Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head. - -***Awareness (Rare)***. You can't be surprised while this dark blue rhomboid orbits your head. - -***Fortitude (Very Rare)***. Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. - -***Greater Absorption (Legendary)***. While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. - -Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. - -***Insight (Very Rare)***. Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. - -***Intellect (Very Rare)***. Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. - -***Leadership (Very Rare)***. Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. - -***Mastery (Legendary)***. Your proficiency bonus increases by 1 while this pale green prism orbits your head. - -***Protection (Rare)***. You gain a +1 bonus to AC while this dusty rose prism orbits your head. - -***Regeneration (Legendary)***. You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point. - -***Reserve (Rare)***. This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4-1 levels of stored spells chosen by the GM. - -Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. - -While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space. - -***Strength (Very Rare)***. Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head. - -***Sustenance (Rare)***. You don't need to eat or drink while this clear spindle orbits your head. - -### Iron Bands of Binding - -*Wondrous item, rare* - -This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. - -Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. - -A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. - -Once the bands are used, they can't be used again until the next dawn. - -### Iron Flask - -*Wondrous item, legendary* - -This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age. - -You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. - -An *identify* spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly. - -**Table- Iron Flask** - -| d100 | Contents | -|-------|-------------------| -| 1‒50 | Empty | -| 51‒54 | Demon (type 1) | -| 55‒58 | Demon (type 2) | -| 59‒62 | Demon (type 3) | -| 63‒64 | Demon (type 4) | -| 65 | Demon (type 5) | -| 66 | Demon (type 6) | -| 67 | Deva | -| 68‒69 | Devil (greater) | -| 70‒73 | Devil (lesser) | -| 74‒75 | Djinni | -| 76‒77 | Efreeti | -| 78‒83 | Elemental (any) | -| 84‒86 | Invisible stalker | -| 87‒90 | Night hag | -| 91 | Planetar | -| 92‒95 | Salamander | -| 96 | Solar | -| 97‒99 | Succubus/incubus | -| 100 | Xorn | -| | | \ No newline at end of file diff --git a/Documents/Treasure/Magic Items K.md b/Documents/Treasure/Magic Items K.md deleted file mode 100644 index 08ae035..0000000 --- a/Documents/Treasure/Magic Items K.md +++ /dev/null @@ -1,3 +0,0 @@ -# Magic Items (K) - -None. \ No newline at end of file diff --git a/Documents/Treasure/Magic Items M.md b/Documents/Treasure/Magic Items M.md deleted file mode 100644 index 307f097..0000000 --- a/Documents/Treasure/Magic Items M.md +++ /dev/null @@ -1,113 +0,0 @@ -# Magic Items (M) - -### Mace of Disruption - -*Weapon (mace), rare (requires attunement)* - -When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. - -While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. - -### Mace of Smiting - -*Weapon (mace), rare* - -You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. - -When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. - -### Mace of Terror - -*Weapon (mace), rare (requires attunement)* - -This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. - -The mace regains 1d3 expended charges daily at dawn. - -### Mantle of Spell Resistance - -*Wondrous item, rare (requires attunement)* - -You have advantage on saving throws against spells while you wear this cloak. - -### Manual of Bodily Health - -*Wondrous item, very rare* - -This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - -### Manual of Gainful Exercise - -*Wondrous item, very rare* - -This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - -### Manual of Golems - -*Wondrous item, very rare* - -This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a *manual of golems* and attempts to read it takes 6d6 psychic damage. - -**Table- Manual of Golems** - -| d20 | Golem | Time | Cost | -|-------|-------|----------|------------| -| 1-5 | Clay | 30 days | 65,000 gp | -| 6-17 | Flesh | 60 days | 50,000 gp | -| 18 | Iron | 120 days | 100,000 gp | -| 19-20 | Stone | 90 days | 80,000 gp | -| | | | | - -To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. - -Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. - -### Manual of Quickness of Action - -*Wondrous item, very rare* - -This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - -### Marvelous Pigments - -*Wondrous item, very rare* - -Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. - -Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features-such as a door, a pit, flowers, trees, cells, rooms, or weapons - that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. - -When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. - -Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. - -If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything. - -### Medallion of Thoughts - -*Wondrous item, uncommon (requires attunement)* - -The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the *detect thoughts* spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn. - -### Mirror of Life Trapping - -*Wondrous item, very rare* - -When this 4-foot tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points. - -If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. - -Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically. - -An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. - -If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. - -While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally. - -In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it. - -### Mithral Armor - -*Armor (medium or heavy, but not hide), uncommon* - -Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. \ No newline at end of file diff --git a/Documents/Treasure/Magic Items O.md b/Documents/Treasure/Magic Items O.md deleted file mode 100644 index 4e171a3..0000000 --- a/Documents/Treasure/Magic Items O.md +++ /dev/null @@ -1,31 +0,0 @@ -# Magic Items (O) - -### Oathbow - -*Weapon (longbow), very rare (requires attunement)* - -When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. - -When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. - -While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons. - -### Oil of Etherealness - -*Potion, rare* - -Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the *etherealness* spell for 1 hour. - -### Oil of Sharpness - -*Potion, very rare* - -This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. - -### Oil of Slipperiness - -*Potion, uncommon* - -This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a *freedom of movement* spell for 8 hours. - -Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the *grease* spell in that area for 8 hours. \ No newline at end of file diff --git a/Documents/Treasure/Magic Items P.md b/Documents/Treasure/Magic Items P.md deleted file mode 100644 index 93569ee..0000000 --- a/Documents/Treasure/Magic Items P.md +++ /dev/null @@ -1,204 +0,0 @@ -# Magic Items (P) - -### Pearl of Power - -*Wondrous item, uncommon (requires attunement by a spellcaster)* - -While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn. - -### Periapt of Health - -*Wondrous item, uncommon* - -You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant. - -### Periapt of Proof against Poison - -*Wondrous item, rare* - -This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. - -### Periapt of Wound Closure - -*Wondrous item, uncommon (requires attunement)* - -While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. - -### Philter of Love - -*Potion, uncommon* - -The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart. - -### Pipes of Haunting - -*Wondrous item, uncommon* - -You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. - -### Pipes of the Sewers - -*Wondrous item, uncommon (requires attunement)* - -You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. - -The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. - -Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. - -### Plate Armor of Etherealness - -*Armor (plate), legendary (requires attunement)* - -While you're wearing this armor, you can speak its command word as an action to gain the effect of the *etherealness* spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn. - -### Portable Hole - -*Wondrous item, rare* - -This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. - -You can use an action to unfold a *portable hole* and place it on or against a solid surface, whereupon the *portable hole* creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open *portable hole* can exit the hole by climbing out of it. - -You can use an action to close a *portable hole* by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. - -If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the *portable hole* or the creature carrying it. A breathing creature within a closed *portable hole* can survive for up to 10 minutes, after which time it begins to suffocate. - -Placing a *portable hole* inside an extradimensional space created by a *bag of holding*, *handy haversack*, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. - -### Potion of Animal Friendship - -*Potion, uncommon* - -When you drink this potion, you can cast the *animal friendship* spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. - -### Potion of Clairvoyance - -*Potion, rare* - -When you drink this potion, you gain the effect of the *clairvoyance* spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened. - -### Potion of Climbing - -*Potion, common* - -When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors. - -### Potion of Diminution - -*Potion, rare* - -When you drink this potion, you gain the "reduce" effect of the *enlarge/reduce* spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process. - -### Potion of Flying - -*Potion, very rare* - -When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it. - -### Potion of Gaseous Form - -*Potion, rare* - -When you drink this potion, you gain the effect of the *gaseous form* spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water. - -### Potion of Giant Strength - -*Potion, rarity varies* - -When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. - -This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The *potion of frost giant strength* and the *potion of stone giant strength* have the same effect. - -**Table- Potion of Giant Strength** - -| Type of Giant | Strength | Rarity | -|-------------------|----------|-----------| -| Hill giant | 21 | Uncommon | -| Frost/stone giant | 23 | Rare | -| Fire giant | 25 | Rare | -| Cloud giant | 27 | Very rare | -| Storm giant | 29 | Legendary | -| | | | - -### Potion of Growth - -*Potion, uncommon* - -When you drink this potion, you gain the "enlarge" effect of the *enlarge/reduce* spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. - -### Potion of Healing - -*Potion, rarity varies* - -You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated. - -**Table- Potions of Healing** - -| Potion of ... | Rarity | HP Regained | -|------------------|-----------|-------------| -| Healing | Common | 2d4+2 | -| Greater healing | Uncommon | 4d4+4 | -| Superior healing | Rare | 8d4+8 | -| Supreme healing | Very rare | 10d4+20 | -| | | | - -### Potion of Heroism - -*Potion, rare* - -For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the *bless* spell (no concentration required). This blue potion bubbles and steams as if boiling. - -### Potion of Invisibility - -*Potion, very rare* - -This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. - -### Potion of Mind Reading - -*Potion, rare* - -When you drink this potion, you gain the effect of the *detect thoughts* spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it. - -### Potion of Poison - -*Potion, uncommon* - -This concoction looks, smells, and tastes like a *potion of healing* or other beneficial potion. However, it is actually poison masked by illusion magic. An *identify* spell reveals its true nature. - -If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. - -### Potion of Resistance - -*Potion, uncommon* - -When you drink this potion, you gain resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly from the options below. - -**Table- Potion of Resistance** - -| d10 | Damage Type | -|-----|-------------| -| 1 | Acid | -| 2 | Cold | -| 3 | Fire | -| 4 | Force | -| 5 | Lightning | -| 6 | Necrotic | -| 7 | Poison | -| 8 | Psychic | -| 9 | Radiant | -| 10 | Thunder | -| | | - -### Potion of Speed - -*Potion, very rare* - -When you drink this potion, you gain the effect of the *haste* spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own. - -### Potion of Water Breathing - -*Potion, uncommon* - -You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. \ No newline at end of file diff --git a/Documents/Treasure/Magic Items Q.md b/Documents/Treasure/Magic Items Q.md deleted file mode 100644 index 851ef4c..0000000 --- a/Documents/Treasure/Magic Items Q.md +++ /dev/null @@ -1,3 +0,0 @@ -# Magic Items (Q) - -None. \ No newline at end of file diff --git a/Documents/Treasure/Magic Items R.md b/Documents/Treasure/Magic Items R.md deleted file mode 100644 index 7fc79ca..0000000 --- a/Documents/Treasure/Magic Items R.md +++ /dev/null @@ -1,398 +0,0 @@ -# Magic Items (R) - -### Restorative Ointment - -*Wondrous item, uncommon* - -This glass jar, 3 inches in diameter, contains 1d4+1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. - -As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8+2 hit points, ceases to be poisoned, and is cured of any disease. - -### Ring of Animal Influence - -*Ring, rare* - -This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: - -- Animal friendship (save DC 13) -- Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower -- Speak with animals - -### Ring of Djinni Summoning - -*Ring, legendary (requires attunement)* - -While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane. - -While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions. - -After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. - -### Ring of Elemental Command - -*Ring, legendary (requires attunement)* - -This ring is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane. - -While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane. - -The ring has 5 charges. It regains 1d4+1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. - -***Ring of Air Elemental Command***. You can expend 2 of the ring's charges to cast *dominate monster* on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran. - -If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties: - -- You have resistance to lightning damage. -- You have a flying speed equal to your walking speed and can hover. -- You can cast the following spells from the ring, expending the necessary number of charges: *chain lightning* (3 charges), *gust of wind* (2 charges), or *wind wall* (1 charge). - -***Ring of Earth Elemental Command***. You can expend 2 of the ring's charges to cast *dominate monster* on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran. - -If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties: - -- You have resistance to acid damage. -- You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied. -- You can cast the following spells from the ring, expending the necessary number of charges: *stone shape* (2 charges), *stoneskin* (3 charges), or *wall of stone* (3 charges). - -***Ring of Fire Elemental Command***. You can expend 2 of the ring's charges to cast *dominate monster* on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan. - -If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties: - -- You are immune to fire damage. -- You can cast the following spells from the ring, expending the necessary number of charges: *burning hands* (1 charge), *fireball* (2 charges), and *wall of fire* (3 charges). - -***Ring of Water Elemental Command***. You can expend 2 of the ring's charges to cast *dominate monster* on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan. - -If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties: - -- You can breathe underwater and have a swimming speed equal to your walking speed. -- You can cast the following spells from the ring, expending the necessary number of charges: *create or destroy water* (1 charge), *control water* (3 charges), *ice storm* (2 charges), or *wall of ice* (3 charges). - -### Ring of Evasion - -*Ring, rare (requires attunement)* - -This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. - -### Ring of Feather Falling - -*Ring, rare (requires attunement)* - -When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling. - -### Ring of Free Action - -*Ring, rare (requires attunement)* - -While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. - -### Ring of Invisibility - -*Ring, legendary (requires attunement)* - -While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again. - -### Ring of Jumping - -*Ring, uncommon (requires attunement)* - -While wearing this ring, you can cast the *jump* spell from it as a bonus action at will, but can target only yourself when you do so. - -### Ring of Mind Shielding - -*Ring, uncommon (requires attunement)* - -While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. - -You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. - -If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. - -### Ring of Protection - -*Ring, rare (requires attunement)* - -You gain a +1 bonus to AC and saving throws while wearing this ring. - -### Ring of Regeneration - -*Ring, very rare (requires attunement)* - -While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6+1 days if you have at least 1 hit point the whole time. - -### Ring of Resistance - -*Ring, rare (requires attunement)* - -You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly. - -**Table- Ring of Resistance** - -| d10 | Damage Type | Gem | -|-----|-------------|------------| -| 1 | Acid | Pearl | -| 2 | Cold | Tourmaline | -| 3 | Fire | Garnet | -| 4 | Force | Sapphire | -| 5 | Lightning | Citrine | -| 6 | Necrotic | Jet | -| 7 | Poison | Amethyst | -| 8 | Psychic | Jade | -| 9 | Radiant | Topaz | -| 10 | Thunder | Spinel | -| | | | - -### Ring of Shooting Stars - -*Ring, very rare (requires attunement outdoors at night)* - -While wearing this ring in dim light or darkness, you can cast *dancing lights* and *light* from the ring at will. Casting either spell from the ring requires an action. - -The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. - -***Faerie Fire***. You can expend 1 charge as an action to cast *faerie fire* from the ring. - -***Ball Lightning***. You can expend 2 charges as an action to create one to four 3-foot diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. - -Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. - -As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. - -**Table- Ring of Shooting Stars** - -| Spheres | Lightning Damage | -|---------|------------------| -| 4 | 2d4 | -| 3 | 2d6 | -| 2 | 5d4 | -| 1 | 4d12 | -| | | - -***Shooting Stars***. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. - -### Ring of Spell Storing - -*Ring, rare (requires attunement)* - -This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM. - -Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. - -While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. - -### Ring of Spell Turning - -*Ring, legendary (requires attunement)* - -While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. - -### Ring of Swimming - -*Ring, uncommon* - -You have a swimming speed of 40 feet while wearing this ring. - -### Ring of Telekinesis - -*Ring, very rare (requires attunement)* - -While wearing this ring, you can cast the *telekinesis* spell at will, but you can target only objects that aren't being worn or carried. - -### Ring of the Ram - -*Ring, rare (requires attunement)* - -This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. - -Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. - -### Ring of Three Wishes - -*Ring, legendary* - -While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the *wish* spell from it. The ring becomes nonmagical when you use the last charge. - -### Ring of Warmth - -*Ring, uncommon (requires attunement)* - -While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit. - -### Ring of Water Walking - -*Ring, uncommon* - -While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. - -### Ring of X-ray Vision - -*Ring, rare (requires attunement)* - -While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. - -Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion. - -### Robe of Eyes - -*Wondrous item, rare (requires attunement)* - -This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: - -- The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. -- You have darkvision out to a range of 120 feet. -- You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet. - -The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe. - -A *light* spell cast on the robe or a *daylight* spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for *light* or DC 15 for *daylight*), ending the blindness on a success. - -### Robe of Scintillating Colors - -*Wondrous item, very rare (requires attunement)* - -This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends. - -### Robe of Stars - -*Wondrous item, very rare (requires attunement)* - -This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. - -Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast *magic missile* as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. - -While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. - -### Robe of the Archmagi - -*Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard)* - -This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a *robe of the archmagi* that doesn't correspond to your alignment. - -You gain these benefits while wearing the robe: - -- If you aren't wearing armor, your base Armor Class is 15+your Dexterity modifier. -- You have advantage on saving throws against spells and other magical effects. -- Your spell save DC and spell attack bonus each increase by 2. - -### Robe of Useful Items - -*Wondrous item, uncommon* - -This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. - -The robe has two of each of the following patches: - -- Dagger -- Bullseye lantern (filled and lit) -- Steel mirror -- 10-foot pole -- Hempen rope (50 feet, coiled) -- Sack - -In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly. - -**Table- Robe of Useful Items** - -| d100 | Patch | -|--------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| -| 01-08 | Bag of 100 gp | -| 09-15 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp | -| 16-22 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself | -| 23-30 | 10 gems worth 100 gp each | -| 31-44 | Wooden ladder (24 feet long) 45-51 A riding horse with saddle bags | -| 52-59 | Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you | -| 60-68 | 4 potions of healing | -| 69-75 | Rowboat (12 feet long) | -| 76-83 | Spell scroll containing one spell of 1st to 3rd level | -| 84-90 | 2 mastiffs | -| 91-96 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach | -| 97-100 | Portable ram | -| | | - -### Rod of Absorption - -*Rod, very rare (requires attunement)* - -While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy-not the spell itself-is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. - -When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. - -If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. - -A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. - -### Rod of Alertness - -*Rod, very rare (requires attunement)* - -This rod has a flanged head and the following properties. - -***Alertness***. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative. - -***Spells***. While holding the rod, you can use an action to cast one of the following spells from it: *detect evil and good*, *detect magic*, *detect poison and disease*, or *see invisibility.* - -***Protective Aura***. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. - -The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn. - -### Rod of Lordly Might - -*Rod, legendary (requires attunement)* - -This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. - -***Six Buttons***. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. - -If you press **button 1**, the rod becomes a *flame tongue*, as a fiery blade sprouts from the end opposite the rod's flanged head (you choose the type of sword). - -If you press **button 2**, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. - -If you press **button 3**, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it. - -If you press **button 4**, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. - -If you press **button 5**, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. - -If you press **button 6**, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. - -***Drain Life***. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn. - -***Paralyze***. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn. - -***Terrify***. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn. - -### Rod of Rulership - -*Rod, rare (requires attunement)* - -You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn. - -### Rod of Security - -*Rod, very rare* - -While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. - -For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). - -When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed. - -### Rope of Climbing - -*Wondrous item, uncommon* - -This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. - -If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it. - -The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. - -### Rope of Entanglement - -*Wondrous item, rare* - -This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. - -You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope. - -The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. \ No newline at end of file diff --git a/Documents/Treasure/Magic Items S.md b/Documents/Treasure/Magic Items S.md deleted file mode 100644 index 504c962..0000000 --- a/Documents/Treasure/Magic Items S.md +++ /dev/null @@ -1,305 +0,0 @@ -# Magic Items (S) - -### Scarab of Protection - -*Wondrous item, legendary (requires attunement)* - -If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person: - -- You have advantage on saving throws against spells. -- The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended. - -### Scimitar of Speed - -*Weapon (scimitar), very rare (requires attunement)* - -You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. - -### Shield, +1, +2, or +3 - -*Armor (shield), uncommon (+1), rare (+2), or very rare (+3)* - -While holding this shield, you have a bonus to AC determined by the shield's rarity. This bonus is in addition to the shield's normal bonus to AC. - -### Shield of Missile Attraction - -*Armor (shield), rare (requires attunement)* - -While holding this shield, you have resistance to damage from ranged weapon attacks. - -***Curse***. This shield is cursed. Attuning to it curses you until you are targeted by the *remove curse* spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. - -### Slippers of Spider Climbing - -*Wondrous item, uncommon (requires attunement)* - -While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil. - -### Sovereign Glue - -*Wondrous item, legendary* - -This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with *oil of slipperiness*. When found, a container contains 1d6+1 ounces. - -One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of *universal solvent* or *oil of etherealness*, or with a *wish* spell. - -### Spell Scroll - -*Scroll, varies* - -A *spell scroll* bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible. - -If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10+the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. - -The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table. - -**Table- Spell Scroll** - -| Spell Level | Rarity | Save DC | Attack Bonus | -|-------------|-----------|---------|--------------| -| Cantrip | Common | 13 | +5 | -| 1st | Common | 13 | +5 | -| 2nd | Uncommon | 13 | +5 | -| 3rd | Uncommon | 15 | +7 | -| 4th | Rare | 15 | +7 | -| 5th | Rare | 17 | +9 | -| 6th | Very rare | 17 | +9 | -| 7th | Very rare | 18 | +10 | -| 8th | Very rare | 18 | +10 | -| 9th | Legendary | 19 | +11 | -| | | | | - -A wizard spell on a *spell scroll* can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10+the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the *spell scroll* is destroyed. - -### Spellguard Shield - -*Armor (shield), very rare (requires attunement)* - -While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. - -### Sphere of Annihilation - -*Wondrous item, legendary* - -This 2-foot diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. - -The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a *sphere of annihilation*, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage. - -The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage. - -If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal. - -If the sphere comes into contact with a planar portal, such as that created by the *gate* spell, or an extradimensional space, such as that within a *portable hole*, the GM determines randomly what happens, using the following table. - -**Table- Sphere of Annihilation** - -| d100 | Result | -|-------|------------------------------------------------------------------------------------------------------------------------------------| -| 01-50 | The sphere is destroyed. | -| 51-85 | The sphere moves through the portal or into the extradimensional space. | -| 86-00 | A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. | -| | | - -### Staff of Charming - -*Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)* - -While holding this staff, you can use an action to expend 1 of its 10 charges to cast *charm person*, *command*, *or comprehend languages* from it using your spell save DC. The staff can also be used as a magic quarterstaff. - -If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. - -The staff regains 1d8+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. - -### Staff of Fire - -*Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)* - -You have resistance to fire damage while you hold this staff. - -The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *burning hands* (1 charge), *fireball* (3 charges), or *wall of fire* (4 charges). - -The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed. - -### Staff of Frost - -*Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)* - -You have resistance to cold damage while you hold this staff. - -The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *cone of cold* (5 charges), *fog cloud* (1 charge), *ice storm* (4 charges), or *wall of ice* (4 charges). - -The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed. - -### Staff of Healing - -*Staff, rare (requires attunement by a bard, cleric, or druid)* - -This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: *cure wounds* (1 charge per spell level, up to 4th), *lesser restoration* (2 charges), or *mass cure wounds* (5 charges). - -The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. - -### Staff of Power - -*Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)* - -This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. - -The staff has 20 charges for the following properties. The staff regains 2d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8+2 charges. - -***Power Strike***. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. - -***Spells***. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: *cone of cold* (5 charges), *fireball* (5th-level version, 5 charges), *globe of invulnerability* (6 charges), *hold monster* (5 charges), *levitate* (2 charges), *lightning bolt* (5th-level version, 5 charges), *magic missile* (1 charge), *ray of enfeeblement* (1 charge), or *wall of force* (5 charges). - -***Retributive Strike***. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot radius sphere centered on it. - -You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. - -**Table- Staff of Power** - -| Distance from Origin | Damage | -|-----------------------|----------------------------------------| -| 10 ft. away or closer | 8 × the number of charges in the staff | -| 11 to 20 ft. away | 6 × the number of charges in the staff | -| 21 to 30 ft. away | 4 × the number of charges in the staff | -| | | - -### Staff of Striking - -*Staff, very rare (requires attunement)* - -This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. - -The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. - -### Staff of Swarming Insects - -*Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)* - -This staff has 10 charges and regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. - -***Spells***. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: *giant insect* (4 charges) or *insect plague* (5 charges). - -***Insect Cloud***. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. - -### Staff of the Magi - -*Staff, legendary (requires attunement by a sorcerer, warlock, or wizard)* - -This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. - -The staff has 50 charges for the following properties. It regains 4d6+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12+1 charges. - -***Spell Absorption***. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). - -***Spells***. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: *conjure elemental* (7 charges), *dispel magic* (3 charges), *fireball* (7th-level version, 7 charges), *flaming sphere* (2 charges), *ice storm* (4 charges), *invisibility* (2 charges), *knock* (2 charges), *lightning bolt* (7th-level version, 7 charges), *passwall* (5 charges), *plane shift* (7 charges), *telekinesis* (5 charges), *wall of fire* (4 charges), or *web* (2 charges). - -You can also use an action to cast one of the following spells from the staff without using any charges: *arcane lock*, *detect magic*, *enlarge/reduce*, *light*, *mage hand*, or *protection from evil and good.* - -***Retributive Strike***. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot radius sphere centered on it. - -You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. - -**Table- Staff of the Magi** - -| Distance from Origin | Damage | -|-----------------------|----------------------------------------| -| 10 ft. away or closer | 8 × the number of charges in the staff | -| 11 to 20 ft. away | 6 × the number of charges in the staff | -| 21 to 30 ft. away | 4 × the number of charges in the staff | -| | | - -### Staff of the Python - -*Staff, uncommon (requires attunement by a cleric, druid, or warlock)* - -You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. - -On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. - -If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. - -### Staff of the Woodlands - -*Staff, rare (requires attunement by a druid)* - -This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. - -The staff has 10 charges for the following properties. It regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. - -***Spells***. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: *animal friendship* (1 charge), *awaken* (5 charges), *barkskin* (2 charges), *locate animals or plants* (2 charges), *speak with animals* (1 charge), *speak with plants* (3 charges), or *wall of thorns* (6 charges). - -You can also use an action to cast the *pass without trace* spell from the staff without using any charges. - -***Tree Form***. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot diameter trunk, and its branches at the top spread out in a 20-foot radius. - -The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by *detect magic*. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. - -### Staff of Thunder and Lightning - -*Staff, very rare (requires attunement)* - -This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn. - -***Lightning***. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage. - -***Thunder***. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. - -***Lightning Strike***. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. - -***Thunderclap***. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened. - -***Thunder and Lightning***. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. - -### Staff of Withering - -*Staff, rare (requires attunement by a cleric, druid, or warlock)* - -This staff has 3 charges and regains 1d3 expended charges daily at dawn. - -The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. - -### Stone of Controlling Earth Elementals - -*Wondrous item, rare* - -If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the *conjure elemental* spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds. - -### Stone of Good Luck (Luckstone) - -*Wondrous item, uncommon (requires attunement)* - -While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. - -### Sun Blade - -*Weapon (longsword), rare (requires attunement)* - -This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the *sun blade*. - -You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. - -The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. - -### Sword of Life Stealing - -*Weapon (any sword), rare (requires attunement)* - -When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt. - -### Sword of Sharpness - -*Weapon (any sword that deals slashing damage), very rare (requires attunement)* - -When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. - -When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead. - -In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. - -### Sword of Wounding - -*Weapon (any sword), rare (requires attunement)* - -Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. - -Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. \ No newline at end of file diff --git a/Documents/Treasure/Magic Items T.md b/Documents/Treasure/Magic Items T.md deleted file mode 100644 index 09638af..0000000 --- a/Documents/Treasure/Magic Items T.md +++ /dev/null @@ -1,51 +0,0 @@ -# Magic Items (T) - -### Talisman of Pure Good - -*Wondrous item, legendary (requires attunement by a creature of good alignment)* - -This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. - -If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. - -The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed. - -### Talisman of the Sphere - -*Wondrous item, legendary (requires attunement)* - -When you make an Intelligence (Arcana) check to control a *sphere of annihilation* while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a *sphere of annihilation*, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier. - -### Talisman of Ultimate Evil - -*Wondrous item, legendary (requires attunement by a creature of evil alignment)* - -This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. - -If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. - -The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed. - -### Tome of Clear Thought - -*Wondrous item, very rare* - -This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - -### Tome of Leadership and Influence - -*Wondrous item, very rare* - -This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - -### Tome of Understanding - -*Wondrous item, very rare* - -This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - -### Trident of Fish Command - -*Weapon (trident), uncommon (requires attunement)* - -This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast *dominate beast* (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. \ No newline at end of file diff --git a/Documents/Treasure/Magic Items X.md b/Documents/Treasure/Magic Items X.md deleted file mode 100644 index 41783a2..0000000 --- a/Documents/Treasure/Magic Items X.md +++ /dev/null @@ -1,3 +0,0 @@ -# Magic Items (X) - -None. \ No newline at end of file diff --git a/Documents/Treasure/Magic Items Y.md b/Documents/Treasure/Magic Items Y.md deleted file mode 100644 index 5fedfbf..0000000 --- a/Documents/Treasure/Magic Items Y.md +++ /dev/null @@ -1,3 +0,0 @@ -# Magic Items (Y) - -None. \ No newline at end of file diff --git a/Documents/Treasure/Magic Items Z.md b/Documents/Treasure/Magic Items Z.md deleted file mode 100644 index f037ca6..0000000 --- a/Documents/Treasure/Magic Items Z.md +++ /dev/null @@ -1,3 +0,0 @@ -# Magic Items (Z) - -None. \ No newline at end of file diff --git a/Documents/Treasure/Mantle of Spell Resistance.md b/Documents/Treasure/Mantle of Spell Resistance.md new file mode 100644 index 0000000..75473c6 --- /dev/null +++ b/Documents/Treasure/Mantle of Spell Resistance.md @@ -0,0 +1,5 @@ +### Mantle of Spell Resistance + +*Wondrous item, rare (requires attunement)* + +You have advantage on saving throws against spells while you wear this cloak. \ No newline at end of file diff --git a/Documents/Treasure/Manual of Bodily Health.md b/Documents/Treasure/Manual of Bodily Health.md new file mode 100644 index 0000000..8be4d3b --- /dev/null +++ b/Documents/Treasure/Manual of Bodily Health.md @@ -0,0 +1,5 @@ +### Manual of Bodily Health + +*Wondrous item, very rare* + +This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. \ No newline at end of file diff --git a/Documents/Treasure/Manual of Gainful Exercise.md b/Documents/Treasure/Manual of Gainful Exercise.md new file mode 100644 index 0000000..a40c3e4 --- /dev/null +++ b/Documents/Treasure/Manual of Gainful Exercise.md @@ -0,0 +1,5 @@ +### Manual of Gainful Exercise + +*Wondrous item, very rare* + +This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. \ No newline at end of file diff --git a/Documents/Treasure/Manual of Golems.md b/Documents/Treasure/Manual of Golems.md new file mode 100644 index 0000000..dbc00d9 --- /dev/null +++ b/Documents/Treasure/Manual of Golems.md @@ -0,0 +1,19 @@ +### Manual of Golems + +*Wondrous item, very rare* + +This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a *manual of golems* and attempts to read it takes 6d6 psychic damage. + +**Table- Manual of Golems** + +| d20 | Golem | Time | Cost | +|-------|-------|----------|------------| +| 1-5 | Clay | 30 days | 65,000 gp | +| 6-17 | Flesh | 60 days | 50,000 gp | +| 18 | Iron | 120 days | 100,000 gp | +| 19-20 | Stone | 90 days | 80,000 gp | +| | | | | + +To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. + +Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. \ No newline at end of file diff --git a/Documents/Treasure/Manual of Quickness of Action.md b/Documents/Treasure/Manual of Quickness of Action.md new file mode 100644 index 0000000..ed3fe1c --- /dev/null +++ b/Documents/Treasure/Manual of Quickness of Action.md @@ -0,0 +1,5 @@ +### Manual of Quickness of Action + +*Wondrous item, very rare* + +This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. \ No newline at end of file diff --git a/Documents/Treasure/Marvelous Pigments.md b/Documents/Treasure/Marvelous Pigments.md new file mode 100644 index 0000000..b8c1465 --- /dev/null +++ b/Documents/Treasure/Marvelous Pigments.md @@ -0,0 +1,13 @@ +### Marvelous Pigments + +*Wondrous item, very rare* + +Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. + +Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features-such as a door, a pit, flowers, trees, cells, rooms, or weapons - that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. + +When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. + +Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. + +If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything. \ No newline at end of file diff --git a/Documents/Treasure/Medallion of Thoughts.md b/Documents/Treasure/Medallion of Thoughts.md new file mode 100644 index 0000000..2e2c711 --- /dev/null +++ b/Documents/Treasure/Medallion of Thoughts.md @@ -0,0 +1,5 @@ +### Medallion of Thoughts + +*Wondrous item, uncommon (requires attunement)* + +The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the *detect thoughts* spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn. \ No newline at end of file diff --git a/Documents/Treasure/Mirror of Life Trapping.md b/Documents/Treasure/Mirror of Life Trapping.md new file mode 100644 index 0000000..5acb0e2 --- /dev/null +++ b/Documents/Treasure/Mirror of Life Trapping.md @@ -0,0 +1,17 @@ +### Mirror of Life Trapping + +*Wondrous item, very rare* + +When this 4-foot tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points. + +If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. + +Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically. + +An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. + +If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. + +While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally. + +In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it. \ No newline at end of file diff --git a/Documents/Treasure/Mithral Armor.md b/Documents/Treasure/Mithral Armor.md new file mode 100644 index 0000000..b43d260 --- /dev/null +++ b/Documents/Treasure/Mithral Armor.md @@ -0,0 +1,5 @@ +### Mithral Armor + +*Armor (medium or heavy, but not hide), uncommon* + +Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. \ No newline at end of file diff --git a/Documents/Treasure/Necklace of Adaptation.md b/Documents/Treasure/Necklace of Adaptation.md new file mode 100644 index 0000000..61d5c79 --- /dev/null +++ b/Documents/Treasure/Necklace of Adaptation.md @@ -0,0 +1,5 @@ +### Necklace of Adaptation + +*Wondrous item, uncommon (requires attunement)* + +While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as *cloudkill* and *stinking cloud* effects, inhaled poisons, and the breath weapons of some dragons). \ No newline at end of file diff --git a/Documents/Treasure/Necklace of Fireballs.md b/Documents/Treasure/Necklace of Fireballs.md new file mode 100644 index 0000000..dce116e --- /dev/null +++ b/Documents/Treasure/Necklace of Fireballs.md @@ -0,0 +1,7 @@ +### Necklace of Fireballs + +*Wondrous item, rare* + +This necklace has 1d6+3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level *fireball* spell (save DC 15). + +You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the *fireball* by 1 for each bead beyond the first. \ No newline at end of file diff --git a/Documents/Treasure/Magic Items N.md b/Documents/Treasure/Necklace of Prayer Beads.md similarity index 52% rename from Documents/Treasure/Magic Items N.md rename to Documents/Treasure/Necklace of Prayer Beads.md index ecc2f80..967857f 100644 --- a/Documents/Treasure/Magic Items N.md +++ b/Documents/Treasure/Necklace of Prayer Beads.md @@ -1,19 +1,3 @@ -# Magic Items (N) - -### Necklace of Adaptation - -*Wondrous item, uncommon (requires attunement)* - -While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as *cloudkill* and *stinking cloud* effects, inhaled poisons, and the breath weapons of some dragons). - -### Necklace of Fireballs - -*Wondrous item, rare* - -This necklace has 1d6+3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level *fireball* spell (save DC 15). - -You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the *fireball* by 1 for each bead beyond the first. - ### Necklace of Prayer Beads *Wondrous item, rare (requires attunement by a cleric, druid, or paladin)* @@ -32,12 +16,4 @@ Six types of magic beads exist. The GM decides the type of each bead on the neck | 17-18 | Smiting | Branding smite | | 19 | Summons | Planar ally | | 20 | Wind walking | Wind walk | -| | | | - -### Nine Lives Stealer - -*Weapon (any sword), very rare (requires attunement)* - -You gain a +2 bonus to attack and damage rolls made with this magic weapon. - -The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. \ No newline at end of file +| | | | \ No newline at end of file diff --git a/Documents/Treasure/Nine Lives Stealer.md b/Documents/Treasure/Nine Lives Stealer.md new file mode 100644 index 0000000..4ca7041 --- /dev/null +++ b/Documents/Treasure/Nine Lives Stealer.md @@ -0,0 +1,7 @@ +### Nine Lives Stealer + +*Weapon (any sword), very rare (requires attunement)* + +You gain a +2 bonus to attack and damage rolls made with this magic weapon. + +The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. \ No newline at end of file diff --git a/Documents/Treasure/Oathbow.md b/Documents/Treasure/Oathbow.md new file mode 100644 index 0000000..b4ec4de --- /dev/null +++ b/Documents/Treasure/Oathbow.md @@ -0,0 +1,9 @@ +### Oathbow + +*Weapon (longbow), very rare (requires attunement)* + +When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. + +When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. + +While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons. \ No newline at end of file diff --git a/Documents/Treasure/Oil of Etherealness.md b/Documents/Treasure/Oil of Etherealness.md new file mode 100644 index 0000000..17ea945 --- /dev/null +++ b/Documents/Treasure/Oil of Etherealness.md @@ -0,0 +1,5 @@ +### Oil of Etherealness + +*Potion, rare* + +Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the *etherealness* spell for 1 hour. \ No newline at end of file diff --git a/Documents/Treasure/Oil of Sharpness.md b/Documents/Treasure/Oil of Sharpness.md new file mode 100644 index 0000000..75b1c49 --- /dev/null +++ b/Documents/Treasure/Oil of Sharpness.md @@ -0,0 +1,5 @@ +### Oil of Sharpness + +*Potion, very rare* + +This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. \ No newline at end of file diff --git a/Documents/Treasure/Oil of Slipperiness.md b/Documents/Treasure/Oil of Slipperiness.md new file mode 100644 index 0000000..dc4ea83 --- /dev/null +++ b/Documents/Treasure/Oil of Slipperiness.md @@ -0,0 +1,7 @@ +### Oil of Slipperiness + +*Potion, uncommon* + +This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a *freedom of movement* spell for 8 hours. + +Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the *grease* spell in that area for 8 hours. \ No newline at end of file diff --git a/Documents/Treasure/Pearl of Power.md b/Documents/Treasure/Pearl of Power.md new file mode 100644 index 0000000..1fc8c57 --- /dev/null +++ b/Documents/Treasure/Pearl of Power.md @@ -0,0 +1,5 @@ +### Pearl of Power + +*Wondrous item, uncommon (requires attunement by a spellcaster)* + +While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn. \ No newline at end of file diff --git a/Documents/Treasure/Periapt of Health.md b/Documents/Treasure/Periapt of Health.md new file mode 100644 index 0000000..a04d7fc --- /dev/null +++ b/Documents/Treasure/Periapt of Health.md @@ -0,0 +1,5 @@ +### Periapt of Health + +*Wondrous item, uncommon* + +You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant. \ No newline at end of file diff --git a/Documents/Treasure/Periapt of Proof against Poison.md b/Documents/Treasure/Periapt of Proof against Poison.md new file mode 100644 index 0000000..0088055 --- /dev/null +++ b/Documents/Treasure/Periapt of Proof against Poison.md @@ -0,0 +1,5 @@ +### Periapt of Proof against Poison + +*Wondrous item, rare* + +This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. \ No newline at end of file diff --git a/Documents/Treasure/Periapt of Wound Closure.md b/Documents/Treasure/Periapt of Wound Closure.md new file mode 100644 index 0000000..f034953 --- /dev/null +++ b/Documents/Treasure/Periapt of Wound Closure.md @@ -0,0 +1,5 @@ +### Periapt of Wound Closure + +*Wondrous item, uncommon (requires attunement)* + +While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. \ No newline at end of file diff --git a/Documents/Treasure/Philter of Love.md b/Documents/Treasure/Philter of Love.md new file mode 100644 index 0000000..2a826b9 --- /dev/null +++ b/Documents/Treasure/Philter of Love.md @@ -0,0 +1,5 @@ +### Philter of Love + +*Potion, uncommon* + +The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart. \ No newline at end of file diff --git a/Documents/Treasure/Pipes of Haunting.md b/Documents/Treasure/Pipes of Haunting.md new file mode 100644 index 0000000..2aaaacc --- /dev/null +++ b/Documents/Treasure/Pipes of Haunting.md @@ -0,0 +1,5 @@ +### Pipes of Haunting + +*Wondrous item, uncommon* + +You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. \ No newline at end of file diff --git a/Documents/Treasure/Pipes of the Sewers.md b/Documents/Treasure/Pipes of the Sewers.md new file mode 100644 index 0000000..f5ae00a --- /dev/null +++ b/Documents/Treasure/Pipes of the Sewers.md @@ -0,0 +1,9 @@ +### Pipes of the Sewers + +*Wondrous item, uncommon (requires attunement)* + +You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. + +The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. + +Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. \ No newline at end of file diff --git a/Documents/Treasure/Plate Armor of Etherealness.md b/Documents/Treasure/Plate Armor of Etherealness.md new file mode 100644 index 0000000..78355ca --- /dev/null +++ b/Documents/Treasure/Plate Armor of Etherealness.md @@ -0,0 +1,5 @@ +### Plate Armor of Etherealness + +*Armor (plate), legendary (requires attunement)* + +While you're wearing this armor, you can speak its command word as an action to gain the effect of the *etherealness* spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn. \ No newline at end of file diff --git a/Documents/Treasure/Portable Hole.md b/Documents/Treasure/Portable Hole.md new file mode 100644 index 0000000..57f3479 --- /dev/null +++ b/Documents/Treasure/Portable Hole.md @@ -0,0 +1,13 @@ +### Portable Hole + +*Wondrous item, rare* + +This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. + +You can use an action to unfold a *portable hole* and place it on or against a solid surface, whereupon the *portable hole* creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open *portable hole* can exit the hole by climbing out of it. + +You can use an action to close a *portable hole* by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. + +If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the *portable hole* or the creature carrying it. A breathing creature within a closed *portable hole* can survive for up to 10 minutes, after which time it begins to suffocate. + +Placing a *portable hole* inside an extradimensional space created by a *bag of holding*, *handy haversack*, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. \ No newline at end of file diff --git a/Documents/Treasure/Potion of Animal Friendship.md b/Documents/Treasure/Potion of Animal Friendship.md new file mode 100644 index 0000000..83b8260 --- /dev/null +++ b/Documents/Treasure/Potion of Animal Friendship.md @@ -0,0 +1,5 @@ +### Potion of Animal Friendship + +*Potion, uncommon* + +When you drink this potion, you can cast the *animal friendship* spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. \ No newline at end of file diff --git a/Documents/Treasure/Potion of Clairvoyance.md b/Documents/Treasure/Potion of Clairvoyance.md new file mode 100644 index 0000000..be56338 --- /dev/null +++ b/Documents/Treasure/Potion of Clairvoyance.md @@ -0,0 +1,5 @@ +### Potion of Clairvoyance + +*Potion, rare* + +When you drink this potion, you gain the effect of the *clairvoyance* spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened. \ No newline at end of file diff --git a/Documents/Treasure/Potion of Climbing.md b/Documents/Treasure/Potion of Climbing.md new file mode 100644 index 0000000..708e28d --- /dev/null +++ b/Documents/Treasure/Potion of Climbing.md @@ -0,0 +1,5 @@ +### Potion of Climbing + +*Potion, common* + +When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors. \ No newline at end of file diff --git a/Documents/Treasure/Potion of Diminution.md b/Documents/Treasure/Potion of Diminution.md new file mode 100644 index 0000000..9263de0 --- /dev/null +++ b/Documents/Treasure/Potion of Diminution.md @@ -0,0 +1,5 @@ +### Potion of Diminution + +*Potion, rare* + +When you drink this potion, you gain the "reduce" effect of the *enlarge/reduce* spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process. \ No newline at end of file diff --git a/Documents/Treasure/Potion of Flying.md b/Documents/Treasure/Potion of Flying.md new file mode 100644 index 0000000..2793d61 --- /dev/null +++ b/Documents/Treasure/Potion of Flying.md @@ -0,0 +1,5 @@ +### Potion of Flying + +*Potion, very rare* + +When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it. \ No newline at end of file diff --git a/Documents/Treasure/Potion of Gaseous Form.md b/Documents/Treasure/Potion of Gaseous Form.md new file mode 100644 index 0000000..94de751 --- /dev/null +++ b/Documents/Treasure/Potion of Gaseous Form.md @@ -0,0 +1,5 @@ +### Potion of Gaseous Form + +*Potion, rare* + +When you drink this potion, you gain the effect of the *gaseous form* spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water. \ No newline at end of file diff --git a/Documents/Treasure/Potion of Giant Strength.md b/Documents/Treasure/Potion of Giant Strength.md new file mode 100644 index 0000000..80577b5 --- /dev/null +++ b/Documents/Treasure/Potion of Giant Strength.md @@ -0,0 +1,18 @@ +### Potion of Giant Strength + +*Potion, rarity varies* + +When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. + +This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The *potion of frost giant strength* and the *potion of stone giant strength* have the same effect. + +**Table- Potion of Giant Strength** + +| Type of Giant | Strength | Rarity | +|-------------------|----------|-----------| +| Hill giant | 21 | Uncommon | +| Frost/stone giant | 23 | Rare | +| Fire giant | 25 | Rare | +| Cloud giant | 27 | Very rare | +| Storm giant | 29 | Legendary | +| | | | \ No newline at end of file diff --git a/Documents/Treasure/Potion of Growth.md b/Documents/Treasure/Potion of Growth.md new file mode 100644 index 0000000..b85d8b5 --- /dev/null +++ b/Documents/Treasure/Potion of Growth.md @@ -0,0 +1,5 @@ +### Potion of Growth + +*Potion, uncommon* + +When you drink this potion, you gain the "enlarge" effect of the *enlarge/reduce* spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. \ No newline at end of file diff --git a/Documents/Treasure/Potion of Healing.md b/Documents/Treasure/Potion of Healing.md new file mode 100644 index 0000000..4f0bb18 --- /dev/null +++ b/Documents/Treasure/Potion of Healing.md @@ -0,0 +1,15 @@ +### Potion of Healing + +*Potion, rarity varies* + +You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated. + +**Table- Potions of Healing** + +| Potion of ... | Rarity | HP Regained | +|------------------|-----------|-------------| +| Healing | Common | 2d4+2 | +| Greater healing | Uncommon | 4d4+4 | +| Superior healing | Rare | 8d4+8 | +| Supreme healing | Very rare | 10d4+20 | +| | | | \ No newline at end of file diff --git a/Documents/Treasure/Potion of Heroism.md b/Documents/Treasure/Potion of Heroism.md new file mode 100644 index 0000000..48a70be --- /dev/null +++ b/Documents/Treasure/Potion of Heroism.md @@ -0,0 +1,5 @@ +### Potion of Heroism + +*Potion, rare* + +For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the *bless* spell (no concentration required). This blue potion bubbles and steams as if boiling. \ No newline at end of file diff --git a/Documents/Treasure/Potion of Invisibility.md b/Documents/Treasure/Potion of Invisibility.md new file mode 100644 index 0000000..f4a4a9d --- /dev/null +++ b/Documents/Treasure/Potion of Invisibility.md @@ -0,0 +1,5 @@ +### Potion of Invisibility + +*Potion, very rare* + +This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. \ No newline at end of file diff --git a/Documents/Treasure/Potion of Mind Reading.md b/Documents/Treasure/Potion of Mind Reading.md new file mode 100644 index 0000000..a8818b9 --- /dev/null +++ b/Documents/Treasure/Potion of Mind Reading.md @@ -0,0 +1,5 @@ +### Potion of Mind Reading + +*Potion, rare* + +When you drink this potion, you gain the effect of the *detect thoughts* spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it. \ No newline at end of file diff --git a/Documents/Treasure/Potion of Poison.md b/Documents/Treasure/Potion of Poison.md new file mode 100644 index 0000000..af09b4b --- /dev/null +++ b/Documents/Treasure/Potion of Poison.md @@ -0,0 +1,7 @@ +### Potion of Poison + +*Potion, uncommon* + +This concoction looks, smells, and tastes like a *potion of healing* or other beneficial potion. However, it is actually poison masked by illusion magic. An *identify* spell reveals its true nature. + +If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. \ No newline at end of file diff --git a/Documents/Treasure/Potion of Resistance.md b/Documents/Treasure/Potion of Resistance.md new file mode 100644 index 0000000..fdea86a --- /dev/null +++ b/Documents/Treasure/Potion of Resistance.md @@ -0,0 +1,21 @@ +### Potion of Resistance + +*Potion, uncommon* + +When you drink this potion, you gain resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly from the options below. + +**Table- Potion of Resistance** + +| d10 | Damage Type | +|-----|-------------| +| 1 | Acid | +| 2 | Cold | +| 3 | Fire | +| 4 | Force | +| 5 | Lightning | +| 6 | Necrotic | +| 7 | Poison | +| 8 | Psychic | +| 9 | Radiant | +| 10 | Thunder | +| | | \ No newline at end of file diff --git a/Documents/Treasure/Potion of Speed.md b/Documents/Treasure/Potion of Speed.md new file mode 100644 index 0000000..49fb9be --- /dev/null +++ b/Documents/Treasure/Potion of Speed.md @@ -0,0 +1,5 @@ +### Potion of Speed + +*Potion, very rare* + +When you drink this potion, you gain the effect of the *haste* spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own. \ No newline at end of file diff --git a/Documents/Treasure/Potion of Water Breathing.md b/Documents/Treasure/Potion of Water Breathing.md new file mode 100644 index 0000000..f21dd99 --- /dev/null +++ b/Documents/Treasure/Potion of Water Breathing.md @@ -0,0 +1,5 @@ +### Potion of Water Breathing + +*Potion, uncommon* + +You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. \ No newline at end of file diff --git a/Documents/Treasure/Restorative Ointment.md b/Documents/Treasure/Restorative Ointment.md new file mode 100644 index 0000000..d53cdf6 --- /dev/null +++ b/Documents/Treasure/Restorative Ointment.md @@ -0,0 +1,7 @@ +### Restorative Ointment + +*Wondrous item, uncommon* + +This glass jar, 3 inches in diameter, contains 1d4+1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. + +As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8+2 hit points, ceases to be poisoned, and is cured of any disease. \ No newline at end of file diff --git a/Documents/Treasure/Ring of Animal Influence.md b/Documents/Treasure/Ring of Animal Influence.md new file mode 100644 index 0000000..89f345f --- /dev/null +++ b/Documents/Treasure/Ring of Animal Influence.md @@ -0,0 +1,9 @@ +### Ring of Animal Influence + +*Ring, rare* + +This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: + +- Animal friendship (save DC 13) +- Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower +- Speak with animals \ No newline at end of file diff --git a/Documents/Treasure/Ring of Djinni Summoning.md b/Documents/Treasure/Ring of Djinni Summoning.md new file mode 100644 index 0000000..1ca6a34 --- /dev/null +++ b/Documents/Treasure/Ring of Djinni Summoning.md @@ -0,0 +1,9 @@ +### Ring of Djinni Summoning + +*Ring, legendary (requires attunement)* + +While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane. + +While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions. + +After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. \ No newline at end of file diff --git a/Documents/Treasure/Ring of Elemental Command.md b/Documents/Treasure/Ring of Elemental Command.md new file mode 100644 index 0000000..203a8ed --- /dev/null +++ b/Documents/Treasure/Ring of Elemental Command.md @@ -0,0 +1,39 @@ +### Ring of Elemental Command + +*Ring, legendary (requires attunement)* + +This ring is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane. + +While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane. + +The ring has 5 charges. It regains 1d4+1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. + +***Ring of Air Elemental Command***. You can expend 2 of the ring's charges to cast *dominate monster* on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran. + +If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties: + +- You have resistance to lightning damage. +- You have a flying speed equal to your walking speed and can hover. +- You can cast the following spells from the ring, expending the necessary number of charges: *chain lightning* (3 charges), *gust of wind* (2 charges), or *wind wall* (1 charge). + +***Ring of Earth Elemental Command***. You can expend 2 of the ring's charges to cast *dominate monster* on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran. + +If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties: + +- You have resistance to acid damage. +- You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied. +- You can cast the following spells from the ring, expending the necessary number of charges: *stone shape* (2 charges), *stoneskin* (3 charges), or *wall of stone* (3 charges). + +***Ring of Fire Elemental Command***. You can expend 2 of the ring's charges to cast *dominate monster* on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan. + +If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties: + +- You are immune to fire damage. +- You can cast the following spells from the ring, expending the necessary number of charges: *burning hands* (1 charge), *fireball* (2 charges), and *wall of fire* (3 charges). + +***Ring of Water Elemental Command***. You can expend 2 of the ring's charges to cast *dominate monster* on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan. + +If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties: + +- You can breathe underwater and have a swimming speed equal to your walking speed. +- You can cast the following spells from the ring, expending the necessary number of charges: *create or destroy water* (1 charge), *control water* (3 charges), *ice storm* (2 charges), or *wall of ice* (3 charges). \ No newline at end of file diff --git a/Documents/Treasure/Ring of Evasion.md b/Documents/Treasure/Ring of Evasion.md new file mode 100644 index 0000000..d7d21dc --- /dev/null +++ b/Documents/Treasure/Ring of Evasion.md @@ -0,0 +1,5 @@ +### Ring of Evasion + +*Ring, rare (requires attunement)* + +This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. \ No newline at end of file diff --git a/Documents/Treasure/Ring of Feather Falling.md b/Documents/Treasure/Ring of Feather Falling.md new file mode 100644 index 0000000..9110dda --- /dev/null +++ b/Documents/Treasure/Ring of Feather Falling.md @@ -0,0 +1,5 @@ +### Ring of Feather Falling + +*Ring, rare (requires attunement)* + +When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling. \ No newline at end of file diff --git a/Documents/Treasure/Ring of Free Action.md b/Documents/Treasure/Ring of Free Action.md new file mode 100644 index 0000000..b851580 --- /dev/null +++ b/Documents/Treasure/Ring of Free Action.md @@ -0,0 +1,5 @@ +### Ring of Free Action + +*Ring, rare (requires attunement)* + +While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. \ No newline at end of file diff --git a/Documents/Treasure/Ring of Invisibility.md b/Documents/Treasure/Ring of Invisibility.md new file mode 100644 index 0000000..f1c858f --- /dev/null +++ b/Documents/Treasure/Ring of Invisibility.md @@ -0,0 +1,5 @@ +### Ring of Invisibility + +*Ring, legendary (requires attunement)* + +While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again. \ No newline at end of file diff --git a/Documents/Treasure/Ring of Jumping.md b/Documents/Treasure/Ring of Jumping.md new file mode 100644 index 0000000..4eba917 --- /dev/null +++ b/Documents/Treasure/Ring of Jumping.md @@ -0,0 +1,5 @@ +### Ring of Jumping + +*Ring, uncommon (requires attunement)* + +While wearing this ring, you can cast the *jump* spell from it as a bonus action at will, but can target only yourself when you do so. \ No newline at end of file diff --git a/Documents/Treasure/Ring of Mind Shielding.md b/Documents/Treasure/Ring of Mind Shielding.md new file mode 100644 index 0000000..66debfa --- /dev/null +++ b/Documents/Treasure/Ring of Mind Shielding.md @@ -0,0 +1,9 @@ +### Ring of Mind Shielding + +*Ring, uncommon (requires attunement)* + +While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. + +You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. + +If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. \ No newline at end of file diff --git a/Documents/Treasure/Ring of Protection.md b/Documents/Treasure/Ring of Protection.md new file mode 100644 index 0000000..2441269 --- /dev/null +++ b/Documents/Treasure/Ring of Protection.md @@ -0,0 +1,5 @@ +### Ring of Protection + +*Ring, rare (requires attunement)* + +You gain a +1 bonus to AC and saving throws while wearing this ring. \ No newline at end of file diff --git a/Documents/Treasure/Ring of Regeneration.md b/Documents/Treasure/Ring of Regeneration.md new file mode 100644 index 0000000..84fc923 --- /dev/null +++ b/Documents/Treasure/Ring of Regeneration.md @@ -0,0 +1,5 @@ +### Ring of Regeneration + +*Ring, very rare (requires attunement)* + +While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6+1 days if you have at least 1 hit point the whole time. \ No newline at end of file diff --git a/Documents/Treasure/Ring of Resistance.md b/Documents/Treasure/Ring of Resistance.md new file mode 100644 index 0000000..68cc84a --- /dev/null +++ b/Documents/Treasure/Ring of Resistance.md @@ -0,0 +1,21 @@ +### Ring of Resistance + +*Ring, rare (requires attunement)* + +You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly. + +**Table- Ring of Resistance** + +| d10 | Damage Type | Gem | +|-----|-------------|------------| +| 1 | Acid | Pearl | +| 2 | Cold | Tourmaline | +| 3 | Fire | Garnet | +| 4 | Force | Sapphire | +| 5 | Lightning | Citrine | +| 6 | Necrotic | Jet | +| 7 | Poison | Amethyst | +| 8 | Psychic | Jade | +| 9 | Radiant | Topaz | +| 10 | Thunder | Spinel | +| | | | \ No newline at end of file diff --git a/Documents/Treasure/Ring of Shooting Stars.md b/Documents/Treasure/Ring of Shooting Stars.md new file mode 100644 index 0000000..934bb20 --- /dev/null +++ b/Documents/Treasure/Ring of Shooting Stars.md @@ -0,0 +1,27 @@ +### Ring of Shooting Stars + +*Ring, very rare (requires attunement outdoors at night)* + +While wearing this ring in dim light or darkness, you can cast *dancing lights* and *light* from the ring at will. Casting either spell from the ring requires an action. + +The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. + +***Faerie Fire***. You can expend 1 charge as an action to cast *faerie fire* from the ring. + +***Ball Lightning***. You can expend 2 charges as an action to create one to four 3-foot diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. + +Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. + +As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. + +**Table- Ring of Shooting Stars** + +| Spheres | Lightning Damage | +|---------|------------------| +| 4 | 2d4 | +| 3 | 2d6 | +| 2 | 5d4 | +| 1 | 4d12 | +| | | + +***Shooting Stars***. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/Documents/Treasure/Ring of Spell Storing.md b/Documents/Treasure/Ring of Spell Storing.md new file mode 100644 index 0000000..201c76d --- /dev/null +++ b/Documents/Treasure/Ring of Spell Storing.md @@ -0,0 +1,9 @@ +### Ring of Spell Storing + +*Ring, rare (requires attunement)* + +This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM. + +Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. + +While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. \ No newline at end of file diff --git a/Documents/Treasure/Ring of Spell Turning.md b/Documents/Treasure/Ring of Spell Turning.md new file mode 100644 index 0000000..e78459a --- /dev/null +++ b/Documents/Treasure/Ring of Spell Turning.md @@ -0,0 +1,5 @@ +### Ring of Spell Turning + +*Ring, legendary (requires attunement)* + +While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. \ No newline at end of file diff --git a/Documents/Treasure/Ring of Swimming.md b/Documents/Treasure/Ring of Swimming.md new file mode 100644 index 0000000..849a10f --- /dev/null +++ b/Documents/Treasure/Ring of Swimming.md @@ -0,0 +1,5 @@ +### Ring of Swimming + +*Ring, uncommon* + +You have a swimming speed of 40 feet while wearing this ring. \ No newline at end of file diff --git a/Documents/Treasure/Ring of Telekinesis.md b/Documents/Treasure/Ring of Telekinesis.md new file mode 100644 index 0000000..de761ac --- /dev/null +++ b/Documents/Treasure/Ring of Telekinesis.md @@ -0,0 +1,5 @@ +### Ring of Telekinesis + +*Ring, very rare (requires attunement)* + +While wearing this ring, you can cast the *telekinesis* spell at will, but you can target only objects that aren't being worn or carried. \ No newline at end of file diff --git a/Documents/Treasure/Ring of Three Wishes.md b/Documents/Treasure/Ring of Three Wishes.md new file mode 100644 index 0000000..6dc5b73 --- /dev/null +++ b/Documents/Treasure/Ring of Three Wishes.md @@ -0,0 +1,5 @@ +### Ring of Three Wishes + +*Ring, legendary* + +While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the *wish* spell from it. The ring becomes nonmagical when you use the last charge. \ No newline at end of file diff --git a/Documents/Treasure/Ring of Warmth.md b/Documents/Treasure/Ring of Warmth.md new file mode 100644 index 0000000..97eec4b --- /dev/null +++ b/Documents/Treasure/Ring of Warmth.md @@ -0,0 +1,5 @@ +### Ring of Warmth + +*Ring, uncommon (requires attunement)* + +While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit. \ No newline at end of file diff --git a/Documents/Treasure/Ring of Water Walking.md b/Documents/Treasure/Ring of Water Walking.md new file mode 100644 index 0000000..f20f64e --- /dev/null +++ b/Documents/Treasure/Ring of Water Walking.md @@ -0,0 +1,5 @@ +### Ring of Water Walking + +*Ring, uncommon* + +While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. \ No newline at end of file diff --git a/Documents/Treasure/Ring of X-ray Vision.md b/Documents/Treasure/Ring of X-ray Vision.md new file mode 100644 index 0000000..5182a1a --- /dev/null +++ b/Documents/Treasure/Ring of X-ray Vision.md @@ -0,0 +1,7 @@ +### Ring of X-ray Vision + +*Ring, rare (requires attunement)* + +While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. + +Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion. \ No newline at end of file diff --git a/Documents/Treasure/Ring of the Ram.md b/Documents/Treasure/Ring of the Ram.md new file mode 100644 index 0000000..78a9208 --- /dev/null +++ b/Documents/Treasure/Ring of the Ram.md @@ -0,0 +1,7 @@ +### Ring of the Ram + +*Ring, rare (requires attunement)* + +This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. + +Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. \ No newline at end of file diff --git a/Documents/Treasure/Robe of Eyes.md b/Documents/Treasure/Robe of Eyes.md new file mode 100644 index 0000000..bc9ff4e --- /dev/null +++ b/Documents/Treasure/Robe of Eyes.md @@ -0,0 +1,13 @@ +### Robe of Eyes + +*Wondrous item, rare (requires attunement)* + +This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: + +- The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. +- You have darkvision out to a range of 120 feet. +- You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet. + +The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe. + +A *light* spell cast on the robe or a *daylight* spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for *light* or DC 15 for *daylight*), ending the blindness on a success. \ No newline at end of file diff --git a/Documents/Treasure/Robe of Scintillating Colors.md b/Documents/Treasure/Robe of Scintillating Colors.md new file mode 100644 index 0000000..81c1046 --- /dev/null +++ b/Documents/Treasure/Robe of Scintillating Colors.md @@ -0,0 +1,5 @@ +### Robe of Scintillating Colors + +*Wondrous item, very rare (requires attunement)* + +This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends. \ No newline at end of file diff --git a/Documents/Treasure/Robe of Stars.md b/Documents/Treasure/Robe of Stars.md new file mode 100644 index 0000000..c25b354 --- /dev/null +++ b/Documents/Treasure/Robe of Stars.md @@ -0,0 +1,9 @@ +### Robe of Stars + +*Wondrous item, very rare (requires attunement)* + +This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. + +Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast *magic missile* as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. + +While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. \ No newline at end of file diff --git a/Documents/Treasure/Robe of Useful Items.md b/Documents/Treasure/Robe of Useful Items.md new file mode 100644 index 0000000..fa81783 --- /dev/null +++ b/Documents/Treasure/Robe of Useful Items.md @@ -0,0 +1,34 @@ +### Robe of Useful Items + +*Wondrous item, uncommon* + +This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. + +The robe has two of each of the following patches: + +- Dagger +- Bullseye lantern (filled and lit) +- Steel mirror +- 10-foot pole +- Hempen rope (50 feet, coiled) +- Sack + +In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly. + +**Table- Robe of Useful Items** + +| d100 | Patch | +|--------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| 01-08 | Bag of 100 gp | +| 09-15 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp | +| 16-22 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself | +| 23-30 | 10 gems worth 100 gp each | +| 31-44 | Wooden ladder (24 feet long) 45-51 A riding horse with saddle bags | +| 52-59 | Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you | +| 60-68 | 4 potions of healing | +| 69-75 | Rowboat (12 feet long) | +| 76-83 | Spell scroll containing one spell of 1st to 3rd level | +| 84-90 | 2 mastiffs | +| 91-96 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach | +| 97-100 | Portable ram | +| | | \ No newline at end of file diff --git a/Documents/Treasure/Robe of the Archmagi.md b/Documents/Treasure/Robe of the Archmagi.md new file mode 100644 index 0000000..3136ebf --- /dev/null +++ b/Documents/Treasure/Robe of the Archmagi.md @@ -0,0 +1,11 @@ +### Robe of the Archmagi + +*Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard)* + +This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a *robe of the archmagi* that doesn't correspond to your alignment. + +You gain these benefits while wearing the robe: + +- If you aren't wearing armor, your base Armor Class is 15+your Dexterity modifier. +- You have advantage on saving throws against spells and other magical effects. +- Your spell save DC and spell attack bonus each increase by 2. \ No newline at end of file diff --git a/Documents/Treasure/Rod of Absorption.md b/Documents/Treasure/Rod of Absorption.md new file mode 100644 index 0000000..41af277 --- /dev/null +++ b/Documents/Treasure/Rod of Absorption.md @@ -0,0 +1,11 @@ +### Rod of Absorption + +*Rod, very rare (requires attunement)* + +While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy-not the spell itself-is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. + +When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. + +If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. + +A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. \ No newline at end of file diff --git a/Documents/Treasure/Rod of Alertness.md b/Documents/Treasure/Rod of Alertness.md new file mode 100644 index 0000000..6c3a6d6 --- /dev/null +++ b/Documents/Treasure/Rod of Alertness.md @@ -0,0 +1,13 @@ +### Rod of Alertness + +*Rod, very rare (requires attunement)* + +This rod has a flanged head and the following properties. + +***Alertness***. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative. + +***Spells***. While holding the rod, you can use an action to cast one of the following spells from it: *detect evil and good*, *detect magic*, *detect poison and disease*, or *see invisibility.* + +***Protective Aura***. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. + +The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn. \ No newline at end of file diff --git a/Documents/Treasure/Rod of Lordly Might.md b/Documents/Treasure/Rod of Lordly Might.md new file mode 100644 index 0000000..79d6abd --- /dev/null +++ b/Documents/Treasure/Rod of Lordly Might.md @@ -0,0 +1,25 @@ +### Rod of Lordly Might + +*Rod, legendary (requires attunement)* + +This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. + +***Six Buttons***. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. + +If you press **button 1**, the rod becomes a *flame tongue*, as a fiery blade sprouts from the end opposite the rod's flanged head (you choose the type of sword). + +If you press **button 2**, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. + +If you press **button 3**, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it. + +If you press **button 4**, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. + +If you press **button 5**, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. + +If you press **button 6**, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. + +***Drain Life***. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn. + +***Paralyze***. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn. + +***Terrify***. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn. \ No newline at end of file diff --git a/Documents/Treasure/Rod of Rulership.md b/Documents/Treasure/Rod of Rulership.md new file mode 100644 index 0000000..7ac9802 --- /dev/null +++ b/Documents/Treasure/Rod of Rulership.md @@ -0,0 +1,5 @@ +### Rod of Rulership + +*Rod, rare (requires attunement)* + +You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn. \ No newline at end of file diff --git a/Documents/Treasure/Rod of Security.md b/Documents/Treasure/Rod of Security.md new file mode 100644 index 0000000..6b088e1 --- /dev/null +++ b/Documents/Treasure/Rod of Security.md @@ -0,0 +1,9 @@ +### Rod of Security + +*Rod, very rare* + +While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. + +For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). + +When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed. \ No newline at end of file diff --git a/Documents/Treasure/Rope of Climbing.md b/Documents/Treasure/Rope of Climbing.md new file mode 100644 index 0000000..f1ab9fc --- /dev/null +++ b/Documents/Treasure/Rope of Climbing.md @@ -0,0 +1,9 @@ +### Rope of Climbing + +*Wondrous item, uncommon* + +This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. + +If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it. + +The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. \ No newline at end of file diff --git a/Documents/Treasure/Rope of Entanglement.md b/Documents/Treasure/Rope of Entanglement.md new file mode 100644 index 0000000..388b305 --- /dev/null +++ b/Documents/Treasure/Rope of Entanglement.md @@ -0,0 +1,9 @@ +### Rope of Entanglement + +*Wondrous item, rare* + +This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. + +You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope. + +The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. \ No newline at end of file diff --git a/Documents/Treasure/Scarab of Protection.md b/Documents/Treasure/Scarab of Protection.md new file mode 100644 index 0000000..ade76e3 --- /dev/null +++ b/Documents/Treasure/Scarab of Protection.md @@ -0,0 +1,8 @@ +### Scarab of Protection + +*Wondrous item, legendary (requires attunement)* + +If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person: + +- You have advantage on saving throws against spells. +- The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended. \ No newline at end of file diff --git a/Documents/Treasure/Scimitar of Speed.md b/Documents/Treasure/Scimitar of Speed.md new file mode 100644 index 0000000..c4526af --- /dev/null +++ b/Documents/Treasure/Scimitar of Speed.md @@ -0,0 +1,5 @@ +### Scimitar of Speed + +*Weapon (scimitar), very rare (requires attunement)* + +You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. \ No newline at end of file diff --git a/Documents/Treasure/Shield of Missile Attraction.md b/Documents/Treasure/Shield of Missile Attraction.md new file mode 100644 index 0000000..a142ca2 --- /dev/null +++ b/Documents/Treasure/Shield of Missile Attraction.md @@ -0,0 +1,7 @@ +### Shield of Missile Attraction + +*Armor (shield), rare (requires attunement)* + +While holding this shield, you have resistance to damage from ranged weapon attacks. + +***Curse***. This shield is cursed. Attuning to it curses you until you are targeted by the *remove curse* spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. \ No newline at end of file diff --git a/Documents/Treasure/Shield, +1, +2, or +3.md b/Documents/Treasure/Shield, +1, +2, or +3.md new file mode 100644 index 0000000..4481bee --- /dev/null +++ b/Documents/Treasure/Shield, +1, +2, or +3.md @@ -0,0 +1,5 @@ +### Shield, +1, +2, or +3 + +*Armor (shield), uncommon (+1), rare (+2), or very rare (+3)* + +While holding this shield, you have a bonus to AC determined by the shield's rarity. This bonus is in addition to the shield's normal bonus to AC. \ No newline at end of file diff --git a/Documents/Treasure/Slippers of Spider Climbing.md b/Documents/Treasure/Slippers of Spider Climbing.md new file mode 100644 index 0000000..f6b5f8a --- /dev/null +++ b/Documents/Treasure/Slippers of Spider Climbing.md @@ -0,0 +1,5 @@ +### Slippers of Spider Climbing + +*Wondrous item, uncommon (requires attunement)* + +While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil. \ No newline at end of file diff --git a/Documents/Treasure/Sovereign Glue.md b/Documents/Treasure/Sovereign Glue.md new file mode 100644 index 0000000..6533a9c --- /dev/null +++ b/Documents/Treasure/Sovereign Glue.md @@ -0,0 +1,7 @@ +### Sovereign Glue + +*Wondrous item, legendary* + +This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with *oil of slipperiness*. When found, a container contains 1d6+1 ounces. + +One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of *universal solvent* or *oil of etherealness*, or with a *wish* spell. \ No newline at end of file diff --git a/Documents/Treasure/Spell Scroll.md b/Documents/Treasure/Spell Scroll.md new file mode 100644 index 0000000..3da2fd8 --- /dev/null +++ b/Documents/Treasure/Spell Scroll.md @@ -0,0 +1,27 @@ +### Spell Scroll + +*Scroll, varies* + +A *spell scroll* bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible. + +If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10+the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. + +The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table. + +**Table- Spell Scroll** + +| Spell Level | Rarity | Save DC | Attack Bonus | +|-------------|-----------|---------|--------------| +| Cantrip | Common | 13 | +5 | +| 1st | Common | 13 | +5 | +| 2nd | Uncommon | 13 | +5 | +| 3rd | Uncommon | 15 | +7 | +| 4th | Rare | 15 | +7 | +| 5th | Rare | 17 | +9 | +| 6th | Very rare | 17 | +9 | +| 7th | Very rare | 18 | +10 | +| 8th | Very rare | 18 | +10 | +| 9th | Legendary | 19 | +11 | +| | | | | + +A wizard spell on a *spell scroll* can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10+the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the *spell scroll* is destroyed. \ No newline at end of file diff --git a/Documents/Treasure/Spellguard Shield.md b/Documents/Treasure/Spellguard Shield.md new file mode 100644 index 0000000..f5fcc5b --- /dev/null +++ b/Documents/Treasure/Spellguard Shield.md @@ -0,0 +1,5 @@ +### Spellguard Shield + +*Armor (shield), very rare (requires attunement)* + +While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. \ No newline at end of file diff --git a/Documents/Treasure/Sphere of Annihilation.md b/Documents/Treasure/Sphere of Annihilation.md new file mode 100644 index 0000000..c9b6dd8 --- /dev/null +++ b/Documents/Treasure/Sphere of Annihilation.md @@ -0,0 +1,22 @@ +### Sphere of Annihilation + +*Wondrous item, legendary* + +This 2-foot diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. + +The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a *sphere of annihilation*, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage. + +The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage. + +If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal. + +If the sphere comes into contact with a planar portal, such as that created by the *gate* spell, or an extradimensional space, such as that within a *portable hole*, the GM determines randomly what happens, using the following table. + +**Table- Sphere of Annihilation** + +| d100 | Result | +|-------|------------------------------------------------------------------------------------------------------------------------------------| +| 01-50 | The sphere is destroyed. | +| 51-85 | The sphere moves through the portal or into the extradimensional space. | +| 86-00 | A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. | +| | | \ No newline at end of file diff --git a/Documents/Treasure/Staff of Charming.md b/Documents/Treasure/Staff of Charming.md new file mode 100644 index 0000000..41e8076 --- /dev/null +++ b/Documents/Treasure/Staff of Charming.md @@ -0,0 +1,9 @@ +### Staff of Charming + +*Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)* + +While holding this staff, you can use an action to expend 1 of its 10 charges to cast *charm person*, *command*, *or comprehend languages* from it using your spell save DC. The staff can also be used as a magic quarterstaff. + +If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. + +The staff regains 1d8+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. \ No newline at end of file diff --git a/Documents/Treasure/Staff of Fire.md b/Documents/Treasure/Staff of Fire.md new file mode 100644 index 0000000..ccbe804 --- /dev/null +++ b/Documents/Treasure/Staff of Fire.md @@ -0,0 +1,9 @@ +### Staff of Fire + +*Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)* + +You have resistance to fire damage while you hold this staff. + +The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *burning hands* (1 charge), *fireball* (3 charges), or *wall of fire* (4 charges). + +The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed. \ No newline at end of file diff --git a/Documents/Treasure/Staff of Frost.md b/Documents/Treasure/Staff of Frost.md new file mode 100644 index 0000000..5dd2021 --- /dev/null +++ b/Documents/Treasure/Staff of Frost.md @@ -0,0 +1,9 @@ +### Staff of Frost + +*Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)* + +You have resistance to cold damage while you hold this staff. + +The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *cone of cold* (5 charges), *fog cloud* (1 charge), *ice storm* (4 charges), or *wall of ice* (4 charges). + +The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed. \ No newline at end of file diff --git a/Documents/Treasure/Staff of Healing.md b/Documents/Treasure/Staff of Healing.md new file mode 100644 index 0000000..8f6ec19 --- /dev/null +++ b/Documents/Treasure/Staff of Healing.md @@ -0,0 +1,7 @@ +### Staff of Healing + +*Staff, rare (requires attunement by a bard, cleric, or druid)* + +This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: *cure wounds* (1 charge per spell level, up to 4th), *lesser restoration* (2 charges), or *mass cure wounds* (5 charges). + +The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. \ No newline at end of file diff --git a/Documents/Treasure/Staff of Power.md b/Documents/Treasure/Staff of Power.md new file mode 100644 index 0000000..0126cd5 --- /dev/null +++ b/Documents/Treasure/Staff of Power.md @@ -0,0 +1,24 @@ +### Staff of Power + +*Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)* + +This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. + +The staff has 20 charges for the following properties. The staff regains 2d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8+2 charges. + +***Power Strike***. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. + +***Spells***. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: *cone of cold* (5 charges), *fireball* (5th-level version, 5 charges), *globe of invulnerability* (6 charges), *hold monster* (5 charges), *levitate* (2 charges), *lightning bolt* (5th-level version, 5 charges), *magic missile* (1 charge), *ray of enfeeblement* (1 charge), or *wall of force* (5 charges). + +***Retributive Strike***. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot radius sphere centered on it. + +You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. + +**Table- Staff of Power** + +| Distance from Origin | Damage | +|-----------------------|----------------------------------------| +| 10 ft. away or closer | 8 × the number of charges in the staff | +| 11 to 20 ft. away | 6 × the number of charges in the staff | +| 21 to 30 ft. away | 4 × the number of charges in the staff | +| | | \ No newline at end of file diff --git a/Documents/Treasure/Staff of Striking.md b/Documents/Treasure/Staff of Striking.md new file mode 100644 index 0000000..96f51a9 --- /dev/null +++ b/Documents/Treasure/Staff of Striking.md @@ -0,0 +1,7 @@ +### Staff of Striking + +*Staff, very rare (requires attunement)* + +This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. + +The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. \ No newline at end of file diff --git a/Documents/Treasure/Staff of Swarming Insects.md b/Documents/Treasure/Staff of Swarming Insects.md new file mode 100644 index 0000000..fe1d7f5 --- /dev/null +++ b/Documents/Treasure/Staff of Swarming Insects.md @@ -0,0 +1,9 @@ +### Staff of Swarming Insects + +*Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)* + +This staff has 10 charges and regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. + +***Spells***. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: *giant insect* (4 charges) or *insect plague* (5 charges). + +***Insect Cloud***. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. \ No newline at end of file diff --git a/Documents/Treasure/Staff of Thunder and Lightning.md b/Documents/Treasure/Staff of Thunder and Lightning.md new file mode 100644 index 0000000..b79cbe2 --- /dev/null +++ b/Documents/Treasure/Staff of Thunder and Lightning.md @@ -0,0 +1,15 @@ +### Staff of Thunder and Lightning + +*Staff, very rare (requires attunement)* + +This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn. + +***Lightning***. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage. + +***Thunder***. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. + +***Lightning Strike***. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. + +***Thunderclap***. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened. + +***Thunder and Lightning***. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. \ No newline at end of file diff --git a/Documents/Treasure/Staff of Withering.md b/Documents/Treasure/Staff of Withering.md new file mode 100644 index 0000000..21eb472 --- /dev/null +++ b/Documents/Treasure/Staff of Withering.md @@ -0,0 +1,7 @@ +### Staff of Withering + +*Staff, rare (requires attunement by a cleric, druid, or warlock)* + +This staff has 3 charges and regains 1d3 expended charges daily at dawn. + +The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. \ No newline at end of file diff --git a/Documents/Treasure/Staff of the Magi.md b/Documents/Treasure/Staff of the Magi.md new file mode 100644 index 0000000..869e7fe --- /dev/null +++ b/Documents/Treasure/Staff of the Magi.md @@ -0,0 +1,26 @@ +### Staff of the Magi + +*Staff, legendary (requires attunement by a sorcerer, warlock, or wizard)* + +This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. + +The staff has 50 charges for the following properties. It regains 4d6+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12+1 charges. + +***Spell Absorption***. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). + +***Spells***. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: *conjure elemental* (7 charges), *dispel magic* (3 charges), *fireball* (7th-level version, 7 charges), *flaming sphere* (2 charges), *ice storm* (4 charges), *invisibility* (2 charges), *knock* (2 charges), *lightning bolt* (7th-level version, 7 charges), *passwall* (5 charges), *plane shift* (7 charges), *telekinesis* (5 charges), *wall of fire* (4 charges), or *web* (2 charges). + +You can also use an action to cast one of the following spells from the staff without using any charges: *arcane lock*, *detect magic*, *enlarge/reduce*, *light*, *mage hand*, or *protection from evil and good.* + +***Retributive Strike***. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot radius sphere centered on it. + +You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. + +**Table- Staff of the Magi** + +| Distance from Origin | Damage | +|-----------------------|----------------------------------------| +| 10 ft. away or closer | 8 × the number of charges in the staff | +| 11 to 20 ft. away | 6 × the number of charges in the staff | +| 21 to 30 ft. away | 4 × the number of charges in the staff | +| | | \ No newline at end of file diff --git a/Documents/Treasure/Staff of the Python.md b/Documents/Treasure/Staff of the Python.md new file mode 100644 index 0000000..d900e77 --- /dev/null +++ b/Documents/Treasure/Staff of the Python.md @@ -0,0 +1,9 @@ +### Staff of the Python + +*Staff, uncommon (requires attunement by a cleric, druid, or warlock)* + +You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. + +On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. + +If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. \ No newline at end of file diff --git a/Documents/Treasure/Staff of the Woodlands.md b/Documents/Treasure/Staff of the Woodlands.md new file mode 100644 index 0000000..8686587 --- /dev/null +++ b/Documents/Treasure/Staff of the Woodlands.md @@ -0,0 +1,15 @@ +### Staff of the Woodlands + +*Staff, rare (requires attunement by a druid)* + +This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. + +The staff has 10 charges for the following properties. It regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. + +***Spells***. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: *animal friendship* (1 charge), *awaken* (5 charges), *barkskin* (2 charges), *locate animals or plants* (2 charges), *speak with animals* (1 charge), *speak with plants* (3 charges), or *wall of thorns* (6 charges). + +You can also use an action to cast the *pass without trace* spell from the staff without using any charges. + +***Tree Form***. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot diameter trunk, and its branches at the top spread out in a 20-foot radius. + +The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by *detect magic*. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. \ No newline at end of file diff --git a/Documents/Treasure/Stone of Controlling Earth Elementals.md b/Documents/Treasure/Stone of Controlling Earth Elementals.md new file mode 100644 index 0000000..488382c --- /dev/null +++ b/Documents/Treasure/Stone of Controlling Earth Elementals.md @@ -0,0 +1,5 @@ +### Stone of Controlling Earth Elementals + +*Wondrous item, rare* + +If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the *conjure elemental* spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds. \ No newline at end of file diff --git a/Documents/Treasure/Stone of Good Luck (Luckstone).md b/Documents/Treasure/Stone of Good Luck (Luckstone).md new file mode 100644 index 0000000..ec8859a --- /dev/null +++ b/Documents/Treasure/Stone of Good Luck (Luckstone).md @@ -0,0 +1,5 @@ +### Stone of Good Luck (Luckstone) + +*Wondrous item, uncommon (requires attunement)* + +While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. \ No newline at end of file diff --git a/Documents/Treasure/Sun Blade.md b/Documents/Treasure/Sun Blade.md new file mode 100644 index 0000000..473cbbc --- /dev/null +++ b/Documents/Treasure/Sun Blade.md @@ -0,0 +1,9 @@ +### Sun Blade + +*Weapon (longsword), rare (requires attunement)* + +This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the *sun blade*. + +You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. + +The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. \ No newline at end of file diff --git a/Documents/Treasure/Sword of Life Stealing.md b/Documents/Treasure/Sword of Life Stealing.md new file mode 100644 index 0000000..09993da --- /dev/null +++ b/Documents/Treasure/Sword of Life Stealing.md @@ -0,0 +1,5 @@ +### Sword of Life Stealing + +*Weapon (any sword), rare (requires attunement)* + +When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt. \ No newline at end of file diff --git a/Documents/Treasure/Sword of Sharpness.md b/Documents/Treasure/Sword of Sharpness.md new file mode 100644 index 0000000..c31cf08 --- /dev/null +++ b/Documents/Treasure/Sword of Sharpness.md @@ -0,0 +1,9 @@ +### Sword of Sharpness + +*Weapon (any sword that deals slashing damage), very rare (requires attunement)* + +When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. + +When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead. + +In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. \ No newline at end of file diff --git a/Documents/Treasure/Sword of Wounding.md b/Documents/Treasure/Sword of Wounding.md new file mode 100644 index 0000000..e9ba1dc --- /dev/null +++ b/Documents/Treasure/Sword of Wounding.md @@ -0,0 +1,7 @@ +### Sword of Wounding + +*Weapon (any sword), rare (requires attunement)* + +Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. + +Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. \ No newline at end of file diff --git a/Documents/Treasure/Talisman of Pure Good.md b/Documents/Treasure/Talisman of Pure Good.md new file mode 100644 index 0000000..14033cd --- /dev/null +++ b/Documents/Treasure/Talisman of Pure Good.md @@ -0,0 +1,9 @@ +### Talisman of Pure Good + +*Wondrous item, legendary (requires attunement by a creature of good alignment)* + +This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. + +If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. + +The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed. \ No newline at end of file diff --git a/Documents/Treasure/Talisman of Ultimate Evil.md b/Documents/Treasure/Talisman of Ultimate Evil.md new file mode 100644 index 0000000..7382b7c --- /dev/null +++ b/Documents/Treasure/Talisman of Ultimate Evil.md @@ -0,0 +1,9 @@ +### Talisman of Ultimate Evil + +*Wondrous item, legendary (requires attunement by a creature of evil alignment)* + +This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. + +If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. + +The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed. \ No newline at end of file diff --git a/Documents/Treasure/Talisman of the Sphere.md b/Documents/Treasure/Talisman of the Sphere.md new file mode 100644 index 0000000..ee9b6ff --- /dev/null +++ b/Documents/Treasure/Talisman of the Sphere.md @@ -0,0 +1,5 @@ +### Talisman of the Sphere + +*Wondrous item, legendary (requires attunement)* + +When you make an Intelligence (Arcana) check to control a *sphere of annihilation* while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a *sphere of annihilation*, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier. \ No newline at end of file diff --git a/Documents/Treasure/Tome of Clear Thought.md b/Documents/Treasure/Tome of Clear Thought.md new file mode 100644 index 0000000..7d058d5 --- /dev/null +++ b/Documents/Treasure/Tome of Clear Thought.md @@ -0,0 +1,5 @@ +### Tome of Clear Thought + +*Wondrous item, very rare* + +This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. \ No newline at end of file diff --git a/Documents/Treasure/Tome of Leadership and Influence.md b/Documents/Treasure/Tome of Leadership and Influence.md new file mode 100644 index 0000000..cf1aae8 --- /dev/null +++ b/Documents/Treasure/Tome of Leadership and Influence.md @@ -0,0 +1,5 @@ +### Tome of Leadership and Influence + +*Wondrous item, very rare* + +This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. \ No newline at end of file diff --git a/Documents/Treasure/Tome of Understanding.md b/Documents/Treasure/Tome of Understanding.md new file mode 100644 index 0000000..4700aa6 --- /dev/null +++ b/Documents/Treasure/Tome of Understanding.md @@ -0,0 +1,5 @@ +### Tome of Understanding + +*Wondrous item, very rare* + +This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. \ No newline at end of file diff --git a/Documents/Treasure/Trident of Fish Command.md b/Documents/Treasure/Trident of Fish Command.md new file mode 100644 index 0000000..23c6089 --- /dev/null +++ b/Documents/Treasure/Trident of Fish Command.md @@ -0,0 +1,5 @@ +### Trident of Fish Command + +*Weapon (trident), uncommon (requires attunement)* + +This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast *dominate beast* (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. \ No newline at end of file diff --git a/Documents/Treasure/Magic Items U.md b/Documents/Treasure/Universal Solvent.md similarity index 93% rename from Documents/Treasure/Magic Items U.md rename to Documents/Treasure/Universal Solvent.md index 20678f4..b9a5209 100644 --- a/Documents/Treasure/Magic Items U.md +++ b/Documents/Treasure/Universal Solvent.md @@ -1,5 +1,3 @@ -# Magic Items (U) - ### Universal Solvent *Wondrous item, legendary* diff --git a/Documents/Treasure/Vicious Weapon.md b/Documents/Treasure/Vicious Weapon.md new file mode 100644 index 0000000..b66e1b9 --- /dev/null +++ b/Documents/Treasure/Vicious Weapon.md @@ -0,0 +1,5 @@ +### Vicious Weapon + +*Weapon (any), rare* + +When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type. \ No newline at end of file diff --git a/Documents/Treasure/Magic Items V.md b/Documents/Treasure/Vorpal Sword.md similarity index 79% rename from Documents/Treasure/Magic Items V.md rename to Documents/Treasure/Vorpal Sword.md index 5e7fda0..71aa639 100644 --- a/Documents/Treasure/Magic Items V.md +++ b/Documents/Treasure/Vorpal Sword.md @@ -1,11 +1,3 @@ -# Magic Items (V) - -### Vicious Weapon - -*Weapon (any), rare* - -When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type. - ### Vorpal Sword *Weapon (any sword that deals slashing damage), legendary (requires attunement)* diff --git a/Documents/Treasure/Wand of Binding.md b/Documents/Treasure/Wand of Binding.md new file mode 100644 index 0000000..430c815 --- /dev/null +++ b/Documents/Treasure/Wand of Binding.md @@ -0,0 +1,9 @@ +### Wand of Binding + +*Wand, rare (requires attunement by a spellcaster)* + +This wand has 7 charges for the following properties. It regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. + +***Spells***. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): *hold monster* (5 charges) or *hold person* (2 charges). + +***Assisted Escape***. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. \ No newline at end of file diff --git a/Documents/Treasure/Wand of Enemy Detection.md b/Documents/Treasure/Wand of Enemy Detection.md new file mode 100644 index 0000000..c253bf5 --- /dev/null +++ b/Documents/Treasure/Wand of Enemy Detection.md @@ -0,0 +1,7 @@ +### Wand of Enemy Detection + +*Wand, rare (requires attunement)* + +This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. + +The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. \ No newline at end of file diff --git a/Documents/Treasure/Wand of Fear.md b/Documents/Treasure/Wand of Fear.md new file mode 100644 index 0000000..946421d --- /dev/null +++ b/Documents/Treasure/Wand of Fear.md @@ -0,0 +1,9 @@ +### Wand of Fear + +*Wand, rare (requires attunement)* + +This wand has 7 charges for the following properties. It regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. + +***Command***. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the *command* spell (save DC 15). + +***Cone of Fear***. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. \ No newline at end of file diff --git a/Documents/Treasure/Wand of Fireballs.md b/Documents/Treasure/Wand of Fireballs.md new file mode 100644 index 0000000..0e42724 --- /dev/null +++ b/Documents/Treasure/Wand of Fireballs.md @@ -0,0 +1,7 @@ +### Wand of Fireballs + +*Wand, rare (requires attunement by a spellcaster)* + +This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *fireball* spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. + +The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. \ No newline at end of file diff --git a/Documents/Treasure/Wand of Lightning Bolts.md b/Documents/Treasure/Wand of Lightning Bolts.md new file mode 100644 index 0000000..1881ad2 --- /dev/null +++ b/Documents/Treasure/Wand of Lightning Bolts.md @@ -0,0 +1,7 @@ +### Wand of Lightning Bolts + +*Wand, rare (requires attunement by a spellcaster)* + +This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *lightning bolt* spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. + +The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. \ No newline at end of file diff --git a/Documents/Treasure/Wand of Magic Detection.md b/Documents/Treasure/Wand of Magic Detection.md new file mode 100644 index 0000000..d2ef2ec --- /dev/null +++ b/Documents/Treasure/Wand of Magic Detection.md @@ -0,0 +1,5 @@ +### Wand of Magic Detection + +*Wand, uncommon* + +This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the *detect magic* spell from it. The wand regains 1d3 expended charges daily at dawn. \ No newline at end of file diff --git a/Documents/Treasure/Wand of Magic Missiles.md b/Documents/Treasure/Wand of Magic Missiles.md new file mode 100644 index 0000000..18da7d3 --- /dev/null +++ b/Documents/Treasure/Wand of Magic Missiles.md @@ -0,0 +1,7 @@ +### Wand of Magic Missiles + +*Wand, uncommon* + +This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *magic missile* spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. + +The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. \ No newline at end of file diff --git a/Documents/Treasure/Wand of Paralysis.md b/Documents/Treasure/Wand of Paralysis.md new file mode 100644 index 0000000..0f0f641 --- /dev/null +++ b/Documents/Treasure/Wand of Paralysis.md @@ -0,0 +1,7 @@ +### Wand of Paralysis + +*Wand, rare (requires attunement by a spellcaster)* + +This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success. + +The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. \ No newline at end of file diff --git a/Documents/Treasure/Wand of Polymorph.md b/Documents/Treasure/Wand of Polymorph.md new file mode 100644 index 0000000..ba7431f --- /dev/null +++ b/Documents/Treasure/Wand of Polymorph.md @@ -0,0 +1,7 @@ +### Wand of Polymorph + +*Wand, very rare (requires attunement by a spellcaster)* + +This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the *polymorph* spell (save DC 15) from it. + +The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. \ No newline at end of file diff --git a/Documents/Treasure/Wand of Secrets.md b/Documents/Treasure/Wand of Secrets.md new file mode 100644 index 0000000..9d706c0 --- /dev/null +++ b/Documents/Treasure/Wand of Secrets.md @@ -0,0 +1,5 @@ +### Wand of Secrets + +*Wand, uncommon* + +The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. \ No newline at end of file diff --git a/Documents/Treasure/Wand of Web.md b/Documents/Treasure/Wand of Web.md new file mode 100644 index 0000000..8720029 --- /dev/null +++ b/Documents/Treasure/Wand of Web.md @@ -0,0 +1,7 @@ +### Wand of Web + +*Wand, uncommon (requires attunement by a spellcaster)* + +This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the *web* spell (save DC 15) from it. + +The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. \ No newline at end of file diff --git a/Documents/Treasure/Magic Items W.md b/Documents/Treasure/Wand of Wonder.md similarity index 63% rename from Documents/Treasure/Magic Items W.md rename to Documents/Treasure/Wand of Wonder.md index 39f3879..2d785cc 100644 --- a/Documents/Treasure/Magic Items W.md +++ b/Documents/Treasure/Wand of Wonder.md @@ -1,99 +1,3 @@ -# Magic Items (W) - -### Wand of Binding - -*Wand, rare (requires attunement by a spellcaster)* - -This wand has 7 charges for the following properties. It regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -***Spells***. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): *hold monster* (5 charges) or *hold person* (2 charges). - -***Assisted Escape***. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. - -### Wand of Enemy Detection - -*Wand, rare (requires attunement)* - -This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -### Wand of Fear - -*Wand, rare (requires attunement)* - -This wand has 7 charges for the following properties. It regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -***Command***. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the *command* spell (save DC 15). - -***Cone of Fear***. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. - -### Wand of Fireballs - -*Wand, rare (requires attunement by a spellcaster)* - -This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *fireball* spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -### Wand of Lightning Bolts - -*Wand, rare (requires attunement by a spellcaster)* - -This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *lightning bolt* spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -### Wand of Magic Detection - -*Wand, uncommon* - -This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the *detect magic* spell from it. The wand regains 1d3 expended charges daily at dawn. - -### Wand of Magic Missiles - -*Wand, uncommon* - -This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *magic missile* spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -### Wand of Paralysis - -*Wand, rare (requires attunement by a spellcaster)* - -This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -### Wand of Polymorph - -*Wand, very rare (requires attunement by a spellcaster)* - -This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the *polymorph* spell (save DC 15) from it. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -### Wand of Secrets - -*Wand, uncommon* - -The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. - -### Wand of the War Mage, +1, +2, or +3 - -*Wand, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a spellcaster)* - -While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack. - -### Wand of Web - -*Wand, uncommon (requires attunement by a spellcaster)* - -This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the *web* spell (save DC 15) from it. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - ### Wand of Wonder *Wand, rare (requires attunement by a spellcaster)* @@ -130,38 +34,4 @@ The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's | 91-95 | A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. | | 96-97 | The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. | | 98-100 | If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. | -| | | - -### Weapon, +1, +2, or +3 - -*Weapon (any), uncommon (+1), rare (+2), or very rare (+3)* - -You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. - -### Well of Many Worlds - -*Wondrous item, legendary* - -This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. - -You can use an action to unfold and place the *well of many worlds* on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once *well of many worlds* has opened a portal, it can't do so again for 1d8 hours. - -### Wind Fan - -*Wondrous item, uncommon* - -While holding this fan, you can use an action to cast the *gust of wind* spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters. - -### Winged Boots - -*Wondrous item, uncommon (requires attunement)* - -While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. - -The boots regain 2 hours of flying capability for every 12 hours they aren't in use. - -### Wings of Flying - -*Wondrous item, rare (requires attunement)* - -While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours. \ No newline at end of file +| | | \ No newline at end of file diff --git a/Documents/Treasure/Wand of the War Mage, +1, +2, or +3.md b/Documents/Treasure/Wand of the War Mage, +1, +2, or +3.md new file mode 100644 index 0000000..3efa497 --- /dev/null +++ b/Documents/Treasure/Wand of the War Mage, +1, +2, or +3.md @@ -0,0 +1,5 @@ +### Wand of the War Mage, +1, +2, or +3 + +*Wand, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a spellcaster)* + +While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack. \ No newline at end of file diff --git a/Documents/Treasure/Weapon, +1, +2, or +3.md b/Documents/Treasure/Weapon, +1, +2, or +3.md new file mode 100644 index 0000000..5da611f --- /dev/null +++ b/Documents/Treasure/Weapon, +1, +2, or +3.md @@ -0,0 +1,5 @@ +### Weapon, +1, +2, or +3 + +*Weapon (any), uncommon (+1), rare (+2), or very rare (+3)* + +You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. \ No newline at end of file diff --git a/Documents/Treasure/Well of Many Worlds.md b/Documents/Treasure/Well of Many Worlds.md new file mode 100644 index 0000000..597ac4e --- /dev/null +++ b/Documents/Treasure/Well of Many Worlds.md @@ -0,0 +1,7 @@ +### Well of Many Worlds + +*Wondrous item, legendary* + +This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. + +You can use an action to unfold and place the *well of many worlds* on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once *well of many worlds* has opened a portal, it can't do so again for 1d8 hours. \ No newline at end of file diff --git a/Documents/Treasure/Wind Fan.md b/Documents/Treasure/Wind Fan.md new file mode 100644 index 0000000..ac10975 --- /dev/null +++ b/Documents/Treasure/Wind Fan.md @@ -0,0 +1,5 @@ +### Wind Fan + +*Wondrous item, uncommon* + +While holding this fan, you can use an action to cast the *gust of wind* spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters. \ No newline at end of file diff --git a/Documents/Treasure/Winged Boots.md b/Documents/Treasure/Winged Boots.md new file mode 100644 index 0000000..2bee6ab --- /dev/null +++ b/Documents/Treasure/Winged Boots.md @@ -0,0 +1,7 @@ +### Winged Boots + +*Wondrous item, uncommon (requires attunement)* + +While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. + +The boots regain 2 hours of flying capability for every 12 hours they aren't in use. \ No newline at end of file diff --git a/Documents/Treasure/Wings of Flying.md b/Documents/Treasure/Wings of Flying.md new file mode 100644 index 0000000..b08f578 --- /dev/null +++ b/Documents/Treasure/Wings of Flying.md @@ -0,0 +1,5 @@ +### Wings of Flying + +*Wondrous item, rare (requires attunement)* + +While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours. \ No newline at end of file diff --git a/action.yml b/action.yml deleted file mode 100644 index f81c5a7..0000000 --- a/action.yml +++ /dev/null @@ -1,2 +0,0 @@ -- name: Git Version - uses: codacy/git-version@2.4.0