Cleaned up docstrings on monsters.

This commit is contained in:
Mark Wolfman
2021-07-05 09:53:56 -05:00
parent 22dd8894bc
commit 05aec37352
25 changed files with 3466 additions and 1179 deletions
+304 -125
View File
@@ -9,10 +9,13 @@ from dungeonsheets.stats import Ability
class Baboon(Monster):
"""
**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 ft. of the creature and the ally isn't incapacitated.
**Bite**: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.
""" 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 ft. of the
creature and the ally isn't incapacitated.
Bite.
Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1
(1d4 - 1) piercing damage.
"""
name = "Baboon"
@@ -37,10 +40,13 @@ class Baboon(Monster):
class Badger(Monster):
"""
**Keen Smell**: The badger has advantage on Wisdom (Perception) checks that rely on smell.
"""Keen Smell.
The badger has advantage on Wisdom (Perception) checks that rely
on smell.
Bite.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1
piercing damage.
**Bite**: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
"""
name = "Badger"
@@ -65,26 +71,53 @@ class Badger(Monster):
class Balor(Monster):
"""
**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.
**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.
**Variant: Summon Demon**: The demon chooses what to summon and attempts a magical summoning.
A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
"""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.
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.
Variant: Summon Demon.
The demon chooses what to summon and attempts a magical
summoning.
A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6
hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one
goristro.
A summoned demon appears in an unoccupied space within 60 feet
of its summoner, acts as an ally of its summoner, and can't
summon other demons. It remains for 1 minute, until it or its
summoner dies, or until its summoner dismisses it as an action.
"""
name = "Balor"
@@ -109,10 +142,13 @@ class Balor(Monster):
class Bandit(Monster):
"""
**Scimitar**: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
**Light Crossbow**: Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
"""Scimitar.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4
(1d6 + 1) slashing damage.
Light Crossbow.
Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one
target. Hit: 5 (1d8 + 1) piercing damage.
"""
name = "Bandit"
@@ -137,12 +173,16 @@ class Bandit(Monster):
class BanditCaptain(Monster):
"""
**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 + 3) piercing damage.
"""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 + 3) piercing damage.
"""
name = "Bandit Captain"
@@ -167,20 +207,27 @@ class BanditCaptain(Monster):
class BarbedDevil(Monster):
"""
**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.
**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.
"""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.
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.
"""
name = "Barbed Devil"
@@ -205,12 +252,30 @@ class BarbedDevil(Monster):
class Basilisk(Monster):
"""
**Petrifying Gaze**: If a creature starts its turn within 30 ft. 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 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze.
**Bite**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.
"""Petrifying Gaze.
If a creature starts its turn within 30 ft. 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 ft. of it in
bright light, it mistakes itself for a rival and targets itself
with its gaze.
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10
(2d6 + 3) piercing damage plus 7 (2d6) poison damage.
"""
name = "Basilisk"
@@ -235,12 +300,14 @@ class Basilisk(Monster):
class Bat(Monster):
"""
**Echolocation**: The bat can't use its blindsight while deafened.
**Keen Hearing**: The bat has advantage on Wisdom (Perception) checks that rely on hearing.
**Bite**: Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
"""Echolocation.
The bat can't use its blindsight while deafened.
Keen Hearing.
The bat has advantage on Wisdom (Perception) checks that rely on
hearing.
Bite.
Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit:
1 piercing damage.
"""
name = "Bat"
@@ -265,18 +332,35 @@ class Bat(Monster):
class BeardedDevil(Monster):
"""
**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.
**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.
"""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.
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.
"""
name = "Bearded Devil"
@@ -301,17 +385,39 @@ class BeardedDevil(Monster):
class Behir(Monster):
"""
**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**: The behir exhales a line of lightning that is 20 ft. long and 5 ft. 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 ft. 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 ft. of movement, exiting prone.
"""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.
The behir exhales a line of lightning that is 20 ft. long and 5
ft. 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 ft. 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
ft. of movement, exiting prone.
"""
name = "Behir"
@@ -336,10 +442,13 @@ class Behir(Monster):
class Berserker(Monster):
"""
**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.
**Greataxe**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
"""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.
Greataxe.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9
(1d12 + 3) slashing damage.
"""
name = "Berserker"
@@ -365,13 +474,21 @@ class Berserker(Monster):
class BlackBear(Monster):
"""
**Keen Smell**: The bear has advantage on Wisdom (Perception) checks that rely on smell.
Keen Smell.
**Multiattack**: The bear makes two attacks: one with its bite and one with its claws.
The bear has advantage on Wisdom (Perception) checks that rely on smell.
**Bite**: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Multiattack.
**Claws**: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
The bear 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: 5 (1d6 + 2) piercing damage.
Claws.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
"""
name = "Black Bear"
@@ -397,11 +514,17 @@ class BlackBear(Monster):
class BlackDragonWyrmling(Monster):
"""
**Amphibious**: The dragon can breathe air and water.
Amphibious.
**Bite**: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.
The dragon can breathe air and water.
**Acid Breath**: 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 (Sd8) acid damage on a failed save, or half as much damage on a successful one.
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.
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 (Sd8) acid damage on a failed save, or half as much damage on a successful one.
"""
name = "Black Dragon Wyrmling"
@@ -579,11 +702,17 @@ class BlackPudding(Monster):
class BlinkDog(Monster):
"""
**Keen Hearing and Smell**: The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Keen Hearing and Smell.
**Bite**: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
**Teleport**: The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.
Bite.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Teleport.
The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.
"""
name = "Blink Dog"
@@ -609,11 +738,17 @@ class BlinkDog(Monster):
class BloodHawk(Monster):
"""
**Keen Sight**: The hawk has advantage on Wisdom (Perception) checks that rely on sight.
Keen 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 ft. of the creature and the ally isn't incapacitated.
The hawk has advantage on Wisdom (Perception) checks that rely on sight.
**Beak**: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
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 ft. of the creature and the ally isn't incapacitated.
Beak.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
"""
name = "Blood Hawk"
@@ -639,9 +774,13 @@ class BloodHawk(Monster):
class BlueDragonWyrmling(Monster):
"""
**Bite**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.
Bite.
**Lightning Breath**: 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.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.
Lightning Breath.
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.
"""
name = "Blue Dragon Wyrmling"
@@ -667,11 +806,17 @@ class BlueDragonWyrmling(Monster):
class Boar(Monster):
"""
**Charge**: If the boar moves at least 20 ft. 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.
Charge.
**Relentless**: If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
If the boar moves at least 20 ft. 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.
**Tusk**: Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Relentless.
If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Tusk.
Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
"""
name = "Boar"
@@ -699,13 +844,21 @@ class BoneDevil(Monster):
"""
**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.
Magic Resistance.
**Multiattack**: The devil makes three attacks: two with its claws and one with its sting.
The devil has advantage on saving throws against spells and other magical effects.
**Claw**: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Multiattack.
**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 .
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 .
"""
name = "Bone Devil"
@@ -731,9 +884,13 @@ class BoneDevil(Monster):
class BrassDragonWyrmling(Monster):
"""
**Bite**: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Bite.
**Breath Weapons**: The dragon uses one of the following breath weapons.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Breath Weapons.
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.
"""
@@ -761,11 +918,17 @@ class BrassDragonWyrmling(Monster):
class BronzeDragonWyrmling(Monster):
"""
**Amphibious**: The dragon can breathe air and water.
Amphibious.
**Bite**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
The dragon can breathe air and water.
**Breath Weapons**: The dragon uses one of the following breath weapons.
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Breath Weapons.
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.
"""
@@ -793,13 +956,21 @@ class BronzeDragonWyrmling(Monster):
class BrownBear(Monster):
"""
**Keen Smell**: The bear has advantage on Wisdom (Perception) checks that rely on smell.
Keen Smell.
**Multiattack**: The bear makes two attacks: one with its bite and one with its claws.
The bear has advantage on Wisdom (Perception) checks that rely on smell.
**Bite**: Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Multiattack.
**Claws**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
The bear makes two attacks: one with its bite and one with its claws.
Bite.
Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
"""
name = "Brown Bear"
@@ -825,13 +996,21 @@ class BrownBear(Monster):
class Bugbear(Monster):
"""
**Brute**: A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
Brute.
**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.
A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
**Morningstar**: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Surprise Attack.
**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.
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.
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.
"""
name = "Bugbear"
+195 -65
View File
@@ -10,7 +10,9 @@ from dungeonsheets.stats import Ability
class Camel(Monster):
"""
**Bite**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
"""
name = "Camel"
@@ -36,9 +38,13 @@ class Camel(Monster):
class Cat(Monster):
"""
**Keen Smell**: The cat has advantage on Wisdom (Perception) checks that rely on smell.
Keen Smell.
**Claws**: Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
The cat has advantage on Wisdom (Perception) checks that rely on smell.
Claws.
Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
"""
name = "Cat"
@@ -64,15 +70,25 @@ class Cat(Monster):
class Centaur(Monster):
"""
**Charge**: If the centaur moves at least 30 ft. 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.
Charge.
**Multiattack**: The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.
If the centaur moves at least 30 ft. 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.
**Pike**: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Multiattack.
**Hooves**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.
**Longbow**: Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
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.
"""
name = "Centaur"
@@ -100,13 +116,21 @@ class ChainDevil(Monster):
"""
**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.
Magic Resistance.
**Multiattack**: The devil makes two attacks with its chains.
The devil has advantage on saving throws against spells and other magical effects.
**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.
Multiattack.
**Animate Chains**: 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.
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.
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.
"""
@@ -133,15 +157,25 @@ class ChainDevil(Monster):
class Chimera(Monster):
"""
**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.
Multiattack.
**Bite**: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
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.
**Horns**: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.
Bite.
**Claws**: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
**Fire Breath**: 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.
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.
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.
"""
name = "Chimera"
@@ -167,15 +201,25 @@ class Chimera(Monster):
class Chuul(Monster):
"""
**Amphibious**: The chuul can breathe air and water.
Amphibious.
**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.
The chuul can breathe air and water.
**Multiattack**: The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.
Sense Magic.
**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.
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.
**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.
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.
"""
name = "Chuul"
@@ -201,21 +245,37 @@ class Chuul(Monster):
class ClayGolem(Monster):
"""
**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.
Acid Absorption.
**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.
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.
**Immutable Form**: The golem is immune to any spell or effect that would alter its form.
Berserk.
**Magic Resistance**: The golem has advantage on saving throws against spells and other magical effects.
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.
**Magic Weapons**: The golem's weapon attacks are magical.
Immutable Form.
**Multiattack**: The golem makes two slam attacks.
The golem is immune to any spell or effect that would alter its form.
**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.
Magic Resistance.
**Haste**: 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.
The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons.
The golem's weapon attacks are magical.
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.
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.
"""
name = "Clay Golem"
@@ -241,21 +301,37 @@ class ClayGolem(Monster):
class Cloaker(Monster):
"""
**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.
Damage Transfer.
**False Appearance**: While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.
While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half.
**Light Sensitivity**: While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.
False Appearance.
**Multiattack**: The cloaker makes two attacks: one with its bite and one with its tail.
While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.
**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.
Light Sensitivity.
**Tail**: Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.
While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.
**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.
Multiattack.
**Phantasms**: 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.
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.
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.
"""
@@ -283,19 +359,29 @@ class Cloaker(Monster):
class CloudGiant(Monster):
"""
**Keen Smell**: The giant has advantage on Wisdom (Perception) checks that rely on smell.
Keen Smell.
**Innate Spellcasting**: The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
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
**Multiattack**: The giant makes two morningstar attacks.
Multiattack.
**Morningstar**: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.
The giant makes two morningstar attacks.
**Rock**: Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
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.
"""
name = "Cloud Giant"
@@ -321,7 +407,9 @@ class CloudGiant(Monster):
class Cockatrice(Monster):
"""
**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.
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.
"""
name = "Cockatrice"
@@ -347,7 +435,9 @@ class Cockatrice(Monster):
class Commoner(Monster):
"""
**Club**: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Club.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
"""
name = "Commoner"
@@ -373,9 +463,13 @@ class Commoner(Monster):
class ConstrictorSnake(Monster):
"""
**Bite**: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.
Bite.
**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.
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.
"""
name = "Constrictor Snake"
@@ -401,9 +495,13 @@ class ConstrictorSnake(Monster):
class CopperDragonWyrmling(Monster):
"""
**Bite**: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Bite.
**Breath Weapons**: The dragon uses one of the following breath weapons.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Breath Weapons.
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 1 5-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.
"""
@@ -431,21 +529,33 @@ class CopperDragonWyrmling(Monster):
class Couatl(Monster):
"""
**Innate Spellcasting**: The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:
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.
Magic Weapons.
**Shielded Mind**: The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
The couatl's weapon attacks are magical.
**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.
Shielded Mind.
**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.
The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
**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).
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.
"""
@@ -472,9 +582,13 @@ class Couatl(Monster):
class Crab(Monster):
"""
**Amphibious**: The crab can breathe air and water.
Amphibious.
**Claw**: Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
The crab can breathe air and water.
Claw.
Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
"""
name = "Crab"
@@ -500,9 +614,13 @@ class Crab(Monster):
class Crocodile(Monster):
"""
**Hold Breath**: The crocodile can hold its breath for 15 minutes.
Hold Breath.
**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
The crocodile can hold its breath for 15 minutes.
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
"""
name = "Crocodile"
@@ -528,17 +646,25 @@ class Crocodile(Monster):
class CultFanatic(Monster):
"""
**Dark Devotion**: The fanatic has advantage on saving throws against being charmed or frightened.
Dark Devotion.
**Spellcasting**: The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:
The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting.
The fanatic is a 4th-level spellcaster. Its spell casting 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
**Multiattack**: The fanatic makes two melee attacks.
Multiattack.
**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.
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.
"""
name = "Cult Fanatic"
@@ -564,9 +690,13 @@ class CultFanatic(Monster):
class Cultist(Monster):
"""
**Dark Devotion**: The cultist has advantage on saving throws against being charmed or frightened.
Dark Devotion.
**Scimitar**: Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.
The cultist has advantage on saving throws against being charmed or frightened.
Scimitar.
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.
"""
name = "Cultist"
+225 -75
View File
@@ -67,15 +67,23 @@ class Dao(Monster):
class Darkmantle(Monster):
"""
**Echolocation**: The darkmantle can't use its blindsight while deafened.
Echolocation.
**False Appearance**: While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.
The darkmantle can't use its blindsight while deafened.
**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.
False Appearance.
While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.
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**: 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.
Darkness Aura.
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.
"""
name = "Darkmantle"
@@ -103,9 +111,13 @@ class DeathDog(Monster):
"""
**Two-Headed**: The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
**Multiattack**: The dog makes two bite attacks.
Multiattack.
**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.
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.
"""
name = "Death Dog"
@@ -131,17 +143,27 @@ class DeathDog(Monster):
class DeepGnomeSvirfneblin(Monster):
"""
**Stone Camouflage**: The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Stone Camouflage.
**Gnome Cunning**: The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
**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:
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
**War Pick**: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
War Pick.
**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
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
"""
name = "Deep Gnome (Svirfneblin)"
@@ -170,7 +192,9 @@ DeepGnome = DeepGnomeSvirfneblin
class Deer(Monster):
"""
**Bite**: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Bite.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
"""
name = "Deer"
@@ -196,21 +220,35 @@ class Deer(Monster):
class Deva(Monster):
"""
**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).
Angelic Weapons.
**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:
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.
Magic Resistance.
**Multiattack**: The deva makes two melee attacks.
The deva has advantage on saving throws against spells and other magical effects.
**Mace**: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.
Multiattack.
**Healing Touch**: 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.
The deva makes two melee attacks.
**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).
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.
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.
"""
@@ -237,11 +275,17 @@ class Deva(Monster):
class DireWolf(Monster):
"""
**Keen Hearing and Smell**: The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Keen Hearing and 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 ft. of the creature and the ally isn't incapacitated.
The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
**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.
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 ft. of the creature and the ally isn't incapacitated.
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.
"""
name = "Dire Wolf"
@@ -267,9 +311,13 @@ class DireWolf(Monster):
class Djinni(Monster):
"""
**Elemental Demise**: If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.
Elemental Demise.
**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:
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
@@ -283,11 +331,17 @@ class Djinni(Monster):
The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.
To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.
**Multiattack**: The djinni makes three scimitar attacks.
Multiattack.
**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).
The djinni makes three scimitar attacks.
**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.
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.
"""
@@ -314,17 +368,29 @@ class Djinni(Monster):
class Doppelganger(Monster):
"""
**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.
Shapechanger.
**Ambusher**: The doppelganger has advantage on attack rolls against any creature it has surprised.
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.
**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.
Ambusher.
**Multiattack**: The doppelganger makes two melee attacks.
The doppelganger has advantage on attack rolls against any creature it has surprised.
**Slam**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Surprise Attack.
**Read Thoughts**: The doppelganger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. 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.
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.
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 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. 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.
"""
name = "Doppelganger"
@@ -350,7 +416,9 @@ class Doppelganger(Monster):
class DraftHorse(Monster):
"""
**Hooves**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
Hooves.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
"""
name = "Draft Horse"
@@ -376,17 +444,29 @@ class DraftHorse(Monster):
class DragonTurtle(Monster):
"""
**Amphibious**: The dragon turtle can breathe air and water.
Amphibious.
**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.
The dragon turtle can breathe air and water.
**Bite**: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.
Multiattack.
**Claw**: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
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.
**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.
Bite.
**Steam Breath**: 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.
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.
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.
"""
name = "Dragon Turtle"
@@ -412,13 +492,21 @@ class DragonTurtle(Monster):
class Dretch(Monster):
"""
**Multiattack**: The dretch makes two attacks: one with its bite and one with its claws.
Multiattack.
**Bite**: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
The dretch makes two attacks: one with its bite and one with its claws.
**Claws**: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.
Bite.
**Fetid Cloud**: 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.
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.
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.
"""
name = "Dretch"
@@ -446,25 +534,43 @@ class Dretch(Monster):
class Drider(Monster):
"""
**Fey Ancestry**: The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.
Fey Ancestry.
**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:
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.
Spider Climb.
**Sunlight Sensitivity**: While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
**Web Walker**: The drider ignores movement restrictions caused by webbing.
Sunlight Sensitivity.
**Multiattack**: The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.
While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
**Bite**: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.
Web Walker.
**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.
The drider ignores movement restrictions caused by webbing.
**Longbow**: Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.
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.
"""
name = "Drider"
@@ -490,17 +596,27 @@ class Drider(Monster):
class Drow(Monster):
"""
**Fey Ancestry**: The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Fey Ancestry.
**Innate Spellcasting**: The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
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.
Sunlight Sensitivity.
**Shortsword**: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
**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.
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.
"""
name = "Drow"
@@ -526,13 +642,17 @@ class Drow(Monster):
class Druid(Monster):
"""
**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:
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
**Quarterstaff**: Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands.
Quarterstaff.
Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands.
"""
name = "Druid"
@@ -558,21 +678,33 @@ class Druid(Monster):
class Dryad(Monster):
"""
**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:
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.
Magic Resistance.
**Speak with Beasts and Plants**: The dryad can communicate with beasts and plants as if they shared a language.
The dryad has advantage on saving throws against spells and other magical effects.
**Tree Stride**: Once on her turn, the dryad can use 10 ft. of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger.
Speak with Beasts and Plants.
**Club**: Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1 d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.
The dryad can communicate with beasts and plants as if they shared a language.
**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.
Tree Stride.
Once on her turn, the dryad can use 10 ft. of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger.
Club.
Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1 d4) 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.
"""
@@ -600,17 +732,29 @@ class Dryad(Monster):
class Duergar(Monster):
"""
**Duergar Resilience**: The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Duergar Resilience.
**Sunlight Sensitivity**: While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
**Enlarge**: 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.
Sunlight Sensitivity.
**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.
While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
**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.
Enlarge.
**Invisibility**: 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 .
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.
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 .
"""
name = "Duergar"
@@ -636,11 +780,17 @@ class Duergar(Monster):
class DustMephit(Monster):
"""
**Death Burst**: When the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. 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.
Death Burst.
**Innate Spellcasting**: The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.
When the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. 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.
**Claws**: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.
Innate Spellcasting.
The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.
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.
+90 -30
View File
@@ -10,9 +10,13 @@ from dungeonsheets.stats import Ability
class Eagle(Monster):
"""
**Keen Sight**: The eagle has advantage on Wisdom (Perception) checks that rely on sight.
Keen Sight.
**Talons**: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
The eagle has advantage on Wisdom (Perception) checks that rely on sight.
Talons.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
"""
name = "Eagle"
@@ -120,9 +124,13 @@ class EarthElementalMyrmidon(Monster):
class Efreeti(Monster):
"""
**Elemental Demise**: If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying.
Elemental Demise.
**Innate Spellcasting**: The efreeti's innate spell casting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying.
Innate Spellcasting.
The efreeti's innate spell casting 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: enlarge/reduce, tongues
@@ -136,11 +144,17 @@ class Efreeti(Monster):
The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.
To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.
**Multiattack**: The efreeti makes two scimitar attacks or uses its Hurl Flame twice.
Multiattack.
**Scimitar**: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.
The efreeti makes two scimitar attacks or uses its Hurl Flame twice.
**Hurl Flame**: Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.
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.
"""
name = "Efreeti"
@@ -166,11 +180,17 @@ class Efreeti(Monster):
class Elephant(Monster):
"""
**Trampling Charge**: If the elephant moves at least 20 ft. 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.
Trampling Charge.
**Gore**: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
If the elephant moves at least 20 ft. 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.
**Stomp**: Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.
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.
"""
name = "Elephant"
@@ -196,11 +216,17 @@ class Elephant(Monster):
class Elk(Monster):
"""
**Charge**: If the elk moves at least 20 ft. 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.
Charge.
**Ram**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
If the elk moves at least 20 ft. 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.
**Hooves**: Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.
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.
"""
name = "Elk"
@@ -226,15 +252,25 @@ class Elk(Monster):
class Erinyes(Monster):
"""
**Hellish Weapons**: The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).
Hellish Weapons.
**Magic Resistance**: The erinyes has advantage on saving throws against spells and other magical effects.
The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).
**Multiattack**: The erinyes makes three attacks
Magic Resistance.
**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.
The erinyes has advantage on saving throws against spells and other magical effects.
**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.
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.
**Variant: Rope of Entanglement**: Some erinyes carry a rope of entanglement (detailed in the Dungeon Master's Guide). When such an erinyes uses its Multiattack, the erinyes can use the rope in place of two of the attacks.
"""
@@ -262,19 +298,33 @@ class Erinyes(Monster):
class Ettercap(Monster):
"""
**Spider Climb**: The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Spider Climb.
**Web Sense**: While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.
The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
**Web Walker**: The ettercap ignores movement restrictions caused by webbing.
Web Sense.
**Multiattack**: The ettercap makes two attacks: one with its bite and one with its claws.
While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.
**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.
Web Walker.
**Claws**: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
The ettercap ignores movement restrictions caused by webbing.
**Web**: 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 ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, is vulnerable to fire damage and immune to bludgeoning damage.
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.
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 ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, is vulnerable to fire damage and immune to bludgeoning damage.
**Variant: Web Garrote**: Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or Small creature against which the ettercap has advantage on the attack roll. Hit: 4 (1d4 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target can't breathe, and the ettercap has advantage on attack rolls against it.
"""
@@ -302,15 +352,25 @@ class Ettercap(Monster):
class Ettin(Monster):
"""
**Two Heads**: The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Two Heads.
**Wakeful**: When one of the ettin's heads is asleep, its other head is awake.
The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
**Multiattack**: The ettin makes two attacks: one with its battleaxe and one with its morningstar.
Wakeful.
**Battleaxe**: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
When one of the ettin's heads is asleep, its other head is awake.
**Morningstar**: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
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.
"""
name = "Ettin"
+78 -26
View File
@@ -10,15 +10,25 @@ from dungeonsheets.stats import Ability
class FireElemental(Monster):
"""
**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 ft. 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.
Fire Form.
**Illumination**: The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft..
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 ft. 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.
**Water Susceptibility**: For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Illumination.
**Multiattack**: The elemental makes two touch attacks.
The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft..
**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 Susceptibility.
For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
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.
"""
name = "Fire Elemental"
@@ -44,11 +54,17 @@ class FireElemental(Monster):
class FireGiant(Monster):
"""
**Multiattack**: The giant makes two greatsword attacks.
Multiattack.
**Greatsword**: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.
The giant makes two greatsword attacks.
**Rock**: Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
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.
"""
name = "Fire Giant"
@@ -74,22 +90,38 @@ class FireGiant(Monster):
class FleshGolem(Monster):
"""
**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.
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.
Aversion of Fire.
**Immutable Form**: The golem is immune to any spell or effect that would alter its form.
If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
**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.
Immutable Form.
**Magic Resistance**: The golem has advantage on saving throws against spells and other magical effects.
The golem is immune to any spell or effect that would alter its form.
**Magic Weapons**: The golem's weapon attacks are magical.
Lightning Absorption.
**Multiattack**: The golem makes two slam attacks.
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.
**Slam**: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Magic Resistance.
The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons.
The golem's weapon attacks are magical.
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.
"""
name = "Flesh Golem"
@@ -115,9 +147,13 @@ class FleshGolem(Monster):
class FlyingSnake(Monster):
"""
**Flyby**: The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Flyby.
**Bite**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.
The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Bite.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.
"""
name = "Flying Snake"
@@ -143,11 +179,17 @@ class FlyingSnake(Monster):
class FlyingSword(Monster):
"""
**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.
Antimagic Susceptibility.
**False Appearance**: While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.
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.
**Longsword**: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.
False Appearance.
While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.
Longsword.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.
"""
name = "Flying Sword"
@@ -173,9 +215,13 @@ class FlyingSword(Monster):
class Frog(Monster):
"""
**Amphibious**: The frog can breathe air and water
Amphibious.
**Standing Leap**: The frog's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start.
The frog can breathe air and water
Standing Leap.
The frog's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start.
"""
name = "Frog"
@@ -201,11 +247,17 @@ class Frog(Monster):
class FrostGiant(Monster):
"""
**Multiattack**: The giant makes two greataxe attacks.
Multiattack.
**Greataxe**: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.
The giant makes two greataxe attacks.
**Rock**: Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
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.
"""
name = "Frost Giant"
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+135 -45
View File
@@ -10,15 +10,25 @@ from dungeonsheets.stats import Ability
class HalfRedDragonVeteran(Monster):
"""
**Multiattack**: The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Multiattack.
**Longsword**: 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.
The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
**Shortsword**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Longsword.
**Heavy Crossbow**: Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
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.
**Fire Breath**: 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.
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.
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.
"""
name = "Half-Red Dragon Veteran"
@@ -44,13 +54,21 @@ class HalfRedDragonVeteran(Monster):
class Harpy(Monster):
"""
**Multiattack**: The harpy makes two attacks: one with its claws and one with its club.
Multiattack.
**Claws**: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
The harpy makes two attacks: one with its claws and one with its club.
**Club**: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Claws.
**Luring Song**: The harpy sings a magical melody. Every humanoid and giant within 300 ft. 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.
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 ft. 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 ft. away from the harpy, the must move on its turn toward the harpy by the most direct route. 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, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's 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.
"""
@@ -78,9 +96,13 @@ class Harpy(Monster):
class Hawk(Monster):
"""
**Keen Sight**: The hawk has advantage on Wisdom (Perception) checks that rely on sight.
Keen Sight.
**Talons**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
The hawk has advantage on Wisdom (Perception) checks that rely on sight.
Talons.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
"""
name = "Hawk"
@@ -106,13 +128,21 @@ class Hawk(Monster):
class HellHound(Monster):
"""
**Keen Hearing and Smell**: The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Keen Hearing and 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 ft. of the creature and the ally isn't incapacitated.
The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
**Bite**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.
Pack Tactics.
**Fire Breath**: 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.
The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.
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.
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.
"""
name = "Hell Hound"
@@ -138,15 +168,25 @@ class HellHound(Monster):
class Hezrou(Monster):
"""
**Magic Resistance**: The hezrou has advantage on saving throws against spells and other magical effects.
Magic Resistance.
**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.
The hezrou has advantage on saving throws against spells and other magical effects.
**Multiattack**: The hezrou makes three attacks: one with its bite and two with its claws.
Stench.
**Bite**: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
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.
**Claws**: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
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.
Claws.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
**Variant: Summon Demon**: The demon chooses what to summon and attempts a magical summoning.
A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.
@@ -176,11 +216,17 @@ class Hezrou(Monster):
class HillGiant(Monster):
"""
**Multiattack**: The giant makes two greatclub attacks.
Multiattack.
**Greatclub**: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
The giant makes two greatclub attacks.
**Rock**: Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
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.
"""
name = "Hill Giant"
@@ -206,13 +252,21 @@ class HillGiant(Monster):
class Hippogriff(Monster):
"""
**Keen Sight**: The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.
Keen Sight.
**Multiattack**: The hippogriff makes two attacks: one with its beak and one with its claws.
The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.
**Beak**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Multiattack.
**Claws**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
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.
"""
name = "Hippogriff"
@@ -275,9 +329,13 @@ class Hobgoblin(Monster):
class Homunculus(Monster):
"""
**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.
Telepathic Bond.
**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.
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.
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.
"""
name = "Homunculus"
@@ -305,15 +363,25 @@ class HornedDevil(Monster):
"""
**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.
Magic Resistance.
**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.
The devil has advantage on saving throws against spells and other magical effects.
**Fork**: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Multiattack.
**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.
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.
**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.
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.
"""
name = "Horned Devil"
@@ -339,11 +407,17 @@ class HornedDevil(Monster):
class HunterShark(Monster):
"""
**Blood Frenzy**: The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Blood Frenzy.
**Water Breathing**: The shark can breathe only underwater.
The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
**Bite**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Water Breathing.
The shark can breathe only underwater.
Bite.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
"""
name = "Hunter Shark"
@@ -369,19 +443,31 @@ class HunterShark(Monster):
class Hydra(Monster):
"""
**Hold Breath**: The hydra can hold its breath for 1 hour.
Hold Breath.
**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.
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.
Reactive Heads.
**Wakeful**: While the hydra sleeps, at least one of its heads is awake.
For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
**Multiattack**: The hydra makes as many bite attacks as it has heads.
Wakeful.
**Bite**: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
While the hydra sleeps, at least one of its heads is awake.
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.
"""
name = "Hydra"
@@ -407,9 +493,13 @@ class Hydra(Monster):
class Hyena(Monster):
"""
**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 ft. of the creature and the ally isn't incapacitated.
Pack Tactics.
**Bite**: Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Bite.
Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
"""
name = "Hyena"
+75 -25
View File
@@ -12,17 +12,29 @@ class IceDevil(Monster):
"""
**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.
Magic Resistance.
**Multiattack**: The devil makes three attacks: one with its bite, one with its claws, and one with its tail.
The devil has advantage on saving throws against spells and other magical effects.
**Bite**: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.
Multiattack.
**Claws**: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.
The devil makes three attacks: one with its bite, one with its claws, and one with its tail.
**Tail**: Melee Weapon Attack:+10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.
Bite.
**Wall of Ice**: 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.
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.
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.
"""
@@ -50,13 +62,21 @@ class IceDevil(Monster):
class IceMephit(Monster):
"""
**Death Burst**: When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 ft. 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.
Death Burst.
**False Appearance**: While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.
When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 ft. 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.
**Innate Spellcasting**: The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.
False Appearance.
**Claws**: Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.
While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.
Innate Spellcasting.
The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.
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.
@@ -86,17 +106,23 @@ class IceMephit(Monster):
class Imp(Monster):
"""
**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.
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.
Magic Resistance.
The imp has advantage on saving throws against spells and other magical effects.
**Variant: Familiar**: The imp can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the imp can end its service as a familiar, ending the telepathic bond.
**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.
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.
"""
name = "Imp"
@@ -122,13 +148,21 @@ class Imp(Monster):
class InvisibleStalker(Monster):
"""
**Invisibility**: The stalker is invisible.
Invisibility.
**Faultless Tracker**: The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.
The stalker is invisible.
**Multiattack**: The stalker makes two slam attacks.
Faultless Tracker.
**Slam**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.
Multiattack.
The stalker makes two slam attacks.
Slam.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
"""
name = "Invisible Stalker"
@@ -154,21 +188,37 @@ class InvisibleStalker(Monster):
class IronGolem(Monster):
"""
**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.
Fire Absorption.
**Immutable Form**: The golem is immune to any spell or effect that would alter its form.
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.
**Magic Resistance**: The golem has advantage on saving throws against spells and other magical effects.
Immutable Form.
**Magic Weapons**: The golem's weapon attacks are magical.
The golem is immune to any spell or effect that would alter its form.
**Multiattack**: The golem makes two melee attacks.
Magic Resistance.
**Slam**: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
The golem has advantage on saving throws against spells and other magical effects.
**Sword**: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.
Magic Weapons.
**Poison Breath**: 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 (l0d8) poison damage on a failed save, or half as much damage on a successful one.
The golem's weapon attacks are magical.
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.
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 (l0d8) poison damage on a failed save, or half as much damage on a successful one.
"""
name = "Iron Golem"
+9 -3
View File
@@ -10,11 +10,17 @@ from dungeonsheets.stats import Ability
class Jackal(Monster):
"""
**Keen Hearing and Smell**: The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Keen Hearing and 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 ft. of the creature and the ally isn't incapacitated.
The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.
**Bite**: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.
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 ft. of the creature and the ally isn't incapacitated.
Bite.
Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.
"""
name = "Jackal"
+63 -21
View File
@@ -10,13 +10,21 @@ from dungeonsheets.stats import Ability
class KillerWhale(Monster):
"""
**Echolocation**: The whale can't use its blindsight while deafened.
Echolocation.
**Hold Breath**: The whale can hold its breath for 30 minutes
The whale can't use its blindsight while deafened.
**Keen Hearing**: The whale has advantage on Wisdom (Perception) checks that rely on hearing.
Hold Breath.
**Bite**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.
The whale can hold its breath for 30 minutes
Keen Hearing.
The whale has advantage on Wisdom (Perception) checks that rely on hearing.
Bite.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.
"""
name = "Killer Whale"
@@ -42,15 +50,25 @@ class KillerWhale(Monster):
class Knight(Monster):
"""
**Brave**: The knight has advantage on saving throws against being frightened.
Brave.
**Multiattack**: The knight makes two melee attacks.
The knight has advantage on saving throws against being frightened.
**Greatsword**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Multiattack.
**Heavy Crossbow**: Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
The knight makes two melee attacks.
**Leadership**: For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. 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.
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.
For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. 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.
"""
name = "Knight"
@@ -76,13 +94,21 @@ class Knight(Monster):
class Kobold(Monster):
"""
**Sunlight Sensitivity**: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Sunlight Sensitivity.
**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 ft. of the creature and the ally isn't incapacitated.
While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
**Dagger**: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Pack Tactics.
**Sling**: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 ft. of the creature and the ally isn't incapacitated.
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.
"""
name = "Kobold"
@@ -108,21 +134,37 @@ class Kobold(Monster):
class Kraken(Monster):
"""
**Amphibious**: The kraken can breathe air and water.
Amphibious.
**Freedom of Movement**: The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
The kraken can breathe air and water.
**Siege Monster**: The kraken deals double damage to objects and structures.
Freedom of Movement.
**Multiattack**: The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.
The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
**Bite**: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature 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 kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 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 kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Siege Monster.
**Tentacle**: Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.
The kraken deals double damage to objects and structures.
**Fling**: One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, 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 18 Dexterity saving throw or take the same damage and be knocked prone.
Multiattack.
**Lightning Storm**: The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.
Bite.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature 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 kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 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 kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Tentacle.
Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.
Fling.
One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, 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 18 Dexterity saving throw or take the same damage and be knocked prone.
Lightning Storm.
The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
"""
name = "Kraken"
+75 -25
View File
@@ -10,15 +10,25 @@ from dungeonsheets.stats import Ability
class Lamia(Monster):
"""
**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
Innate Spellcasting.
**Multiattack**: The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.
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
**Claws**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.
Multiattack.
**Dagger**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.
**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.
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.
"""
name = "Lamia"
@@ -46,9 +56,13 @@ class Lemure(Monster):
"""
**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.
Hellish Rejuvenation.
**Fist**: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
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.
Fist.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
"""
name = "Lemure"
@@ -74,11 +88,17 @@ class Lemure(Monster):
class Lich(Monster):
"""
**Legendary Resistance**: If the lich fails a saving throw, it can choose to succeed instead.
Legendary Resistance.
**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.
If the lich fails a saving throw, it can choose to succeed instead.
**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:
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
@@ -91,9 +111,13 @@ class Lich(Monster):
- 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.
Turn Resistance.
**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.
The lich has advantage on saving throws against any effect that turns undead.
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.
"""
name = "Lich"
@@ -119,17 +143,29 @@ class Lich(Monster):
class Lion(Monster):
"""
**Keen Smell**: The lion has advantage on Wisdom (Perception) checks that rely on smell.
Keen 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 ft. of the creature and the ally isn't incapacitated.
The lion has advantage on Wisdom (Perception) checks that rely on smell.
**Pounce**: If the lion moves at least 20 ft. 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.
Pack Tactics.
**Running Leap**: With a 10-foot running start, the lion can long jump up to 25 ft..
The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated.
**Bite**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Pounce.
**Claw**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
If the lion moves at least 20 ft. 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 ft..
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.
"""
name = "Lion"
@@ -155,7 +191,9 @@ class Lion(Monster):
class Lizard(Monster):
"""
**Bite**: Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Bite.
Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
"""
name = "Lizard"
@@ -181,17 +219,29 @@ class Lizard(Monster):
class Lizardfolk(Monster):
"""
**Hold Breath**: The lizardfolk can hold its breath for 15 minutes.
Hold Breath.
**Multiattack**: The lizardfolk makes two melee attacks, each one with a different weapon.
The lizardfolk can hold its breath for 15 minutes.
**Bite**: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Multiattack.
**Heavy Club**: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
The lizardfolk makes two melee attacks, each one with a different weapon.
**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.
Bite.
**Spiked Shield**: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
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.
"""
name = "Lizardfolk"
+183 -61
View File
@@ -10,7 +10,9 @@ from dungeonsheets.stats import Ability
class Mage(Monster):
"""
**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:
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
@@ -19,7 +21,9 @@ class Mage(Monster):
- 4th level (3 slots): greater invisibility, ice storm
- 5th level (1 slot): cone of cold
**Dagger**: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Dagger.
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
"""
name = "Mage"
@@ -45,13 +49,21 @@ class Mage(Monster):
class MagmaMephit(Monster):
"""
**Death Burst**: When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. 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.
Death Burst.
**False Appearance**: While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.
When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. 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.
**Innate Spellcasting**: The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.
False Appearance.
**Claws**: Melee Weapon Attack: +3 to hit, reach 5 ft ., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.
While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.
Innate Spellcasting.
The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.
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.
@@ -81,11 +93,17 @@ class MagmaMephit(Monster):
class Magmin(Monster):
"""
**Death Burst**: When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. 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.
Death Burst.
**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 ft.
When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. 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.
**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 target takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.
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 ft.
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 target takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.
"""
name = "Magmin"
@@ -111,11 +129,17 @@ class Magmin(Monster):
class Mammoth(Monster):
"""
**Trampling Charge**: If the mammoth moves at least 20 ft. 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.
Trampling Charge.
**Gore**: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.
If the mammoth moves at least 20 ft. 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.
**Stomp**: Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.
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.
"""
name = "Mammoth"
@@ -141,15 +165,25 @@ class Mammoth(Monster):
class Manticore(Monster):
"""
**Tail Spike Regrowth**: The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.
Tail Spike Regrowth.
**Multiattack**: The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.
The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.
**Bite**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Multiattack.
**Claw**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.
**Tail Spike**: Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
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.
"""
name = "Manticore"
@@ -175,19 +209,33 @@ class Manticore(Monster):
class Marilith(Monster):
"""
**Magic Resistance**: The marilith has advantage on saving throws against spells and other magical effects.
Magic Resistance.
**Magic Weapons**: The marilith's weapon attacks are magical.
The marilith has advantage on saving throws against spells and other magical effects.
**Reactive**: The marilith can take one reaction on every turn in combat.
Magic Weapons.
**Multiattack**: The marilith can make seven attacks: six with its longswords and one with its tail.
The marilith's weapon attacks are magical.
**Longsword**: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Reactive.
**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.
The marilith can take one reaction on every turn in combat.
**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.
Multiattack.
The marilith can make 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.
**Variant: Summon Demon**: The demon chooses what to summon and attempts a magical summoning.
A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.
@@ -217,9 +265,13 @@ class Marilith(Monster):
class Mastiff(Monster):
"""
**Keen Hearing and Smell**: The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Keen Hearing and Smell.
**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.
The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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.
"""
name = "Mastiff"
@@ -245,17 +297,27 @@ class Mastiff(Monster):
class Medusa(Monster):
"""
**Petrifying Gaze**: When a creature that can see the medusa's eyes starts its turn within 30 ft. 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.
Petrifying Gaze.
When a creature that can see the medusa's eyes starts its turn within 30 ft. 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 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.
**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.
Multiattack.
**Snake Hair**: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.
The medusa makes either three melee attacks--one with its snake hair and two with its shortsword--or two ranged attacks with its longbow.
**Shortsword**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Snake Hair.
**Longbow**: Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.
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.
"""
name = "Medusa"
@@ -281,9 +343,13 @@ class Medusa(Monster):
class Merfolk(Monster):
"""
**Amphibious**: The merfolk can breathe air and water.
Amphibious.
**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.
The merfolk can breathe air and water.
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.
"""
name = "Merfolk"
@@ -309,15 +375,25 @@ class Merfolk(Monster):
class Merrow(Monster):
"""
**Amphibious**: The merrow can breathe air and water.
Amphibious.
**Multiattack**: The merrow makes two attacks: one with its bite and one with its claws or harpoon.
The merrow can breathe air and water.
**Bite**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Multiattack.
**Claws**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
The merrow makes two attacks: one with its bite and one with its claws or harpoon.
**Harpoon**: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) 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.
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 + 4) 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.
"""
name = "Merrow"
@@ -343,17 +419,25 @@ class Merrow(Monster):
class Mimic(Monster):
"""
**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.
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.
Grappler.
**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.
The mimic has advantage on attack rolls against any creature grappled by it.
**Bite**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.
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.
"""
name = "Mimic"
@@ -379,15 +463,25 @@ class Mimic(Monster):
class Minotaur(Monster):
"""
**Charge**: If the minotaur moves at least 10 ft. 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 ft. away and knocked prone.
Charge.
**Labyrinthine Recall**: The minotaur can perfectly recall any path it has traveled.
If the minotaur moves at least 10 ft. 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 ft. away and knocked prone.
**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.
Labyrinthine Recall.
**Greataxe**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
The minotaur can perfectly recall any path it has traveled.
**Gore**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
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.
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.
"""
name = "Minotaur"
@@ -413,11 +507,17 @@ class Minotaur(Monster):
class MinotaurSkeleton(Monster):
"""
**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.
Charge.
**Greataxe**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
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.
**Gore**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
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.
"""
name = "Minotaur Skeleton"
@@ -443,11 +543,15 @@ class MinotaurSkeleton(Monster):
class Mule(Monster):
"""
**Beast of Burden**: The mule is considered to be a Large animal for the purpose of determining its carrying capacity.
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.
**Hooves**: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Hooves.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
"""
name = "Mule"
@@ -473,11 +577,17 @@ class Mule(Monster):
class Mummy(Monster):
"""
**Multiattack**: The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
Multiattack.
**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.
The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
**Dreadful Glare**: The mummy targets one creature it can see within 60 ft. 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.
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 ft. 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.
"""
name = "Mummy"
@@ -503,11 +613,17 @@ class Mummy(Monster):
class MummyLord(Monster):
"""
**Magic Resistance**: The mummy lord has advantage on saving throws against spells and other magical effects.
Magic Resistance.
**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.
The mummy lord has advantage on saving throws against spells and other magical effects.
**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:
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
@@ -517,11 +633,17 @@ class MummyLord(Monster):
- 5th level (2 slots): contagion, insect plague
- 6th level (1 slot): harm
**Multiattack**: The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
Multiattack.
**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.
The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
**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.
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.
"""
name = "Mummy Lord"
+51 -17
View File
@@ -10,17 +10,29 @@ from dungeonsheets.stats import Ability
class Nalfeshnee(Monster):
"""
**Magic Resistance**: The nalfeshnee has advantage on saving throws against spells and other magical effects.
Magic Resistance.
**Multiattack**: The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.
The nalfeshnee has advantage on saving throws against spells and other magical effects.
**Bite**: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.
Multiattack.
**Claw**: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.
**Horror Nimbus**: 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.
Bite.
**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.
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.
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.
**Variant: Summon Demon**: The demon chooses what to summon and attempts a magical summoning.
A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee.
@@ -50,24 +62,36 @@ class Nalfeshnee(Monster):
class NightHag(Monster):
"""
**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:
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.
Magic Resistance.
**Night Hag Items**: A night hag carries two very rare magic items that she must craft for herself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.
The hag has advantage on saving throws against spells and other magical effects.
Night Hag Items.
A night hag carries two very rare magic items that she must craft for herself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.
Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.
Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).
**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.
Change Shape.
**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.
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.
**Nightmare Haunting**: 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.
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.
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.
"""
name = "Night Hag"
@@ -93,13 +117,21 @@ class NightHag(Monster):
class Nightmare(Monster):
"""
**Confer Fire Resistance**: The nightmare can grant resistance to fire damage to anyone riding it.
Confer Fire Resistance.
**Illumination**: The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
The nightmare can grant resistance to fire damage to anyone riding it.
**Hooves**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.
Illumination.
**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.
The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
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.
"""
name = "Nightmare"
@@ -125,7 +157,9 @@ class Nightmare(Monster):
class Noble(Monster):
"""
**Rapier**: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Rapier.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
"""
name = "Noble"
+99 -33
View File
@@ -10,11 +10,17 @@ from dungeonsheets.stats import Ability
class OchreJelly(Monster):
"""
**Amorphous**: The jelly can move through a space as narrow as 1 inch wide without squeezing.
Amorphous.
**Spider Climb**: The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
The jelly can move through a space as narrow as 1 inch wide without squeezing.
**Pseudopod**: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.
Spider Climb.
The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Pseudopod.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.
"""
name = "Ochre Jelly"
@@ -40,15 +46,25 @@ class OchreJelly(Monster):
class Octopus(Monster):
"""
**Hold Breath**: While out of water, the octopus can hold its breath for 30 minutes.
Hold Breath.
**Underwater Camouflage**: The octopus has advantage on Dexterity (Stealth) checks made while underwater.
While out of water, the octopus can hold its breath for 30 minutes.
**Water Breathing**: The octopus can breathe only underwater.
Underwater Camouflage.
**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.
The octopus has advantage on Dexterity (Stealth) checks made while underwater.
**Ink Cloud**: 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.
Water Breathing.
The octopus can breathe only underwater.
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.
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.
"""
name = "Octopus"
@@ -74,9 +90,13 @@ class Octopus(Monster):
class Ogre(Monster):
"""
**Greatclub**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Greatclub.
**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.
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.
"""
name = "Ogre"
@@ -102,9 +122,13 @@ class Ogre(Monster):
class OgreZombie(Monster):
"""
**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.
Undead Fortitude.
**Morningstar**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
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.
Morningstar.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
"""
name = "Ogre Zombie"
@@ -130,22 +154,34 @@ class OgreZombie(Monster):
class Oni(Monster):
"""
**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:
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.
Magic Weapons.
**Regeneration**: The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.
The oni's weapon attacks are magical.
**Multiattack**: The oni makes two attacks, either with its claws or its glaive.
Regeneration.
The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.
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.
Glaive.
**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.
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.
"""
name = "Oni"
@@ -171,11 +207,17 @@ class Oni(Monster):
class Orc(Monster):
"""
**Aggressive**: As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Aggressive.
**Greataxe**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
**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.
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.
"""
name = "Orc"
@@ -201,15 +243,25 @@ class Orc(Monster):
class Otyugh(Monster):
"""
**Limited Telepathy**: The otyugh can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.
Limited Telepathy.
**Multiattack**: The otyugh makes three attacks: one with its bite and two with its tentacles.
The otyugh can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.
**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.
Multiattack.
**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.
The otyugh makes three attacks: one with its bite and two with its tentacles.
**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.
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.
"""
name = "Otyugh"
@@ -235,11 +287,17 @@ class Otyugh(Monster):
class Owl(Monster):
"""
**Flyby**: The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Flyby.
**Keen Hearing and Sight**: The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
**Talons**: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Keen Hearing and Sight.
The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Talons.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
"""
name = "Owl"
@@ -265,13 +323,21 @@ class Owl(Monster):
class Owlbear(Monster):
"""
**Keen Sight and Smell**: The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.
Keen Sight and Smell.
**Multiattack**: The owlbear makes two attacks: one with its beak and one with its claws.
The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.
**Beak**: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.
Multiattack.
**Claws**: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
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.
"""
name = "Owlbear"
+135 -45
View File
@@ -10,13 +10,21 @@ from dungeonsheets.stats import Ability
class Panther(Monster):
"""
**Keen Smell**: The panther has advantage on Wisdom (Perception) checks that rely on smell.
Keen Smell.
**Pounce**: If the panther moves at least 20 ft. 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.
The panther has advantage on Wisdom (Perception) checks that rely on smell.
**Bite**: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Pounce.
**Claw**: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
If the panther moves at least 20 ft. 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.
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.
"""
name = "Panther"
@@ -42,7 +50,9 @@ class Panther(Monster):
class Pegasus(Monster):
"""
**Hooves**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hooves.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
"""
name = "Pegasus"
@@ -68,13 +78,21 @@ class Pegasus(Monster):
class PhaseSpider(Monster):
"""
**Ethereal Jaunt**: As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Ethereal Jaunt.
**Spider Climb**: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
**Web Walker**: The spider ignores movement restrictions caused by webbing.
Spider Climb.
**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.
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.
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.
"""
name = "Phase Spider"
@@ -100,25 +118,43 @@ class PhaseSpider(Monster):
class PitFiend(Monster):
"""
**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.
Fear Aura.
**Magic Resistance**: The pit fiend has advantage on saving throws against spells and other magical effects.
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 Weapons**: The pit fiend's weapon attacks are magical.
Magic Resistance.
**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:
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
**Multiattack**: The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.
Multiattack.
**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.
The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.
**Claw**: Melee Weapon Attack: +14 to hit, reach 10 ft. , one target. Hit: 17 (2d8 + 8) slashing damage.
Bite.
**Mace**: Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.
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.
**Tail**: Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 24 (3d1O + 8) bludgeoning damage.
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 10ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.
Tail.
Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 24 (3d1O + 8) bludgeoning damage.
"""
name = "Pit Fiend"
@@ -144,22 +180,36 @@ class PitFiend(Monster):
class Planetar(Monster):
"""
**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).
Angelic Weapons.
**Divine Awareness**: The planetar knows if it hears a lie.
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).
**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:
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.
Magic Resistance.
**Multiattack**: The planetar makes two melee attacks.
The planetar has advantage on saving throws against spells and other magical effects.
**Greatsword**: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.
Multiattack.
**Healing Touch**: 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.
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.
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.
"""
name = "Planetar"
@@ -185,9 +235,13 @@ class Planetar(Monster):
class Plesiosaurus(Monster):
"""
**Hold Breath**: The plesiosaurus can hold its breath for 1 hour.
Hold Breath.
**Bite**: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage.
The plesiosaurus can hold its breath for 1 hour.
Bite.
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage.
"""
name = "Plesiosaurus"
@@ -213,7 +267,9 @@ class Plesiosaurus(Monster):
class PoisonousSnake(Monster):
"""
**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.
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.
"""
name = "Poisonous Snake"
@@ -239,13 +295,21 @@ class PoisonousSnake(Monster):
class PolarBear(Monster):
"""
**Keen Smell**: The bear has advantage on Wisdom (Perception) checks that rely on smell.
Keen Smell.
**Multiattack**: The bear makes two attacks: one with its bite and one with its claws.
The bear has advantage on Wisdom (Perception) checks that rely on smell.
**Bite**: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Multiattack.
**Claws**: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
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.
"""
name = "Polar Bear"
@@ -271,7 +335,9 @@ class PolarBear(Monster):
class Pony(Monster):
"""
**Hooves**: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.
Hooves.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.
"""
name = "Pony"
@@ -297,16 +363,22 @@ class Pony(Monster):
class Priest(Monster):
"""
**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.
Divine Eminence.
**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:
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
**Mace**: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Mace.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
"""
name = "Priest"
@@ -332,17 +404,27 @@ class Priest(Monster):
class Pseudodragon(Monster):
"""
**Keen Senses**: The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Keen Senses.
**Magic Resistance**: The pseudodragon has advantage on saving throws against spells and other magical effects.
The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
**Limited Telepathy**: The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.
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 ft. of it that can understand a language.
**Variant: Familiar**: The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond.
**Bite**: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Bite.
**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.
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.
"""
name = "Pseudodragon"
@@ -368,14 +450,22 @@ class Pseudodragon(Monster):
class PurpleWorm(Monster):
"""
**Tunneler**: The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
Tunneler.
**Multiattack**: The worm makes two attacks: one with its bite and one with its stinger.
The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
**Bite**: Melee Weapon Attack: +9 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.
Multiattack.
The worm makes two attacks: one with its bite and one with its stinger.
Bite.
Melee Weapon Attack: +9 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: +9 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.
Tail Stinger.
Melee Weapon Attack: +9 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.
"""
name = "Purple Worm"
+21 -7
View File
@@ -10,17 +10,25 @@ from dungeonsheets.stats import Ability
class Quasit(Monster):
"""
**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.
Shapechanger.
**Magic Resistance**: The quasit has advantage on saving throws against spells and other magical effects.
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.
**Variant: Familiar**: The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond.
**Claw (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**: One creature of the quasit's choice within 20 ft. 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.
Scare.
**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.
One creature of the quasit's choice within 20 ft. 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.
"""
name = "Quasit"
@@ -46,11 +54,17 @@ class Quasit(Monster):
class Quipper(Monster):
"""
**Blood Frenzy**: The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Blood Frenzy.
**Water Breathing**: The quipper can breathe only underwater.
The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
**Bite**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Water Breathing.
The quipper can breathe only underwater.
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
"""
name = "Quipper"
+114 -38
View File
@@ -10,17 +10,25 @@ from dungeonsheets.stats import Ability
class Rakshasa(Monster):
"""
**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.
Limited Magic Immunity.
**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:
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
**Multiattack**: The rakshasa makes two claw attacks
Multiattack.
**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.
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.
"""
name = "Rakshasa"
@@ -46,9 +54,13 @@ class Rakshasa(Monster):
class Rat(Monster):
"""
**Keen Smell**: The rat has advantage on Wisdom (Perception) checks that rely on smell.
Keen Smell.
**Bite**: Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
The rat has advantage on Wisdom (Perception) checks that rely on smell.
Bite.
Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
"""
name = "Rat"
@@ -74,9 +86,13 @@ class Rat(Monster):
class Raven(Monster):
"""
**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.
Mimicry.
**Beak**: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
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.
Beak.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
"""
name = "Raven"
@@ -102,9 +118,13 @@ class Raven(Monster):
class RedDragonWyrmling(Monster):
"""
**Bite**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.
Bite.
**Fire Breath**: The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC l3 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.
Fire Breath.
The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC l3 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
"""
name = "Red Dragon Wyrmling"
@@ -130,11 +150,17 @@ class RedDragonWyrmling(Monster):
class ReefShark(Monster):
"""
**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 ft. of the creature and the ally isn't incapacitated.
Pack Tactics.
**Water Breathing**: The shark can breathe only underwater.
The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 ft. of the creature and the ally isn't incapacitated.
**Bite**: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Water Breathing.
The shark can breathe only underwater.
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
"""
name = "Reef Shark"
@@ -160,11 +186,17 @@ class ReefShark(Monster):
class Remorhaz(Monster):
"""
**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.
Heated Body.
**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.
A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
**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.
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 oft he 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.
"""
@@ -191,9 +223,13 @@ class Remorhaz(Monster):
class Rhinoceros(Monster):
"""
**Charge**: If the rhinoceros moves at least 20 ft. 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.
Charge.
**Gore**: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
If the rhinoceros moves at least 20 ft. 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.
Gore.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
"""
name = "Rhinoceros"
@@ -219,7 +255,9 @@ class Rhinoceros(Monster):
class RidingHorse(Monster):
"""
**Hooves**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Hooves.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
"""
name = "Riding Horse"
@@ -245,13 +283,21 @@ class RidingHorse(Monster):
class Roc(Monster):
"""
**Keen Sight**: The roc has advantage on Wisdom (Perception) checks that rely on sight.
Keen Sight.
**Multiattack**: The roc makes two attacks: one with its beak and one with its talons.
The roc has advantage on Wisdom (Perception) checks that rely on sight.
**Beak**: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.
Multiattack.
**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.
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.
"""
name = "Roc"
@@ -277,19 +323,33 @@ class Roc(Monster):
class Roper(Monster):
"""
**False Appearance**: While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
False Appearance.
**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.
While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
**Spider Climb**: The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Grasping Tendrils.
**Multiattack**: The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.
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.
**Bite**: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.
Spider Climb.
**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.
The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
**Reel**: The roper pulls each creature grappled by it up to 25 ft. straight toward it.
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 ft. straight toward it.
"""
name = "Roper"
@@ -315,13 +375,21 @@ class Roper(Monster):
class RugofSmothering(Monster):
"""
**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.
Antimagic Susceptibility.
**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.
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.
**False Appearance**: While the rug remains motionless, it is indistinguishable from a normal rug.
Damage Transfer.
**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.
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.
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.
"""
name = "Rug of Smothering"
@@ -347,13 +415,21 @@ class RugofSmothering(Monster):
class RustMonster(Monster):
"""
**Iron Scent**: The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.
Iron Scent.
**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. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage.
The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.
**Bite**: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Rust Metal.
**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.
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. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage.
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 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.
"""
+390 -130
View File
@@ -10,13 +10,21 @@ from dungeonsheets.stats import Ability
class SaberToothedTiger(Monster):
"""
**Keen Smell**: The tiger has advantage on Wisdom (Perception) checks that rely on smell.
Keen Smell.
**Pounce**: If the tiger moves at least 20 ft. 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.
The tiger has advantage on Wisdom (Perception) checks that rely on smell.
**Bite**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Pounce.
**Claw**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
If the tiger moves at least 20 ft. 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.
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.
"""
name = "Saber-Toothed Tiger"
@@ -42,19 +50,33 @@ class SaberToothedTiger(Monster):
class Sahuagin(Monster):
"""
**Blood Frenzy**: The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Blood Frenzy.
**Limited Amphibiousness**: The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
**Shark Telepathy**: The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.
Limited Amphibiousness.
**Multiattack**: The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.
The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
**Bite**: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Shark Telepathy.
**Claws**: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.
**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.
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.
"""
name = "Sahuagin"
@@ -80,15 +102,25 @@ class Sahuagin(Monster):
class Salamander(Monster):
"""
**Heated Body**: A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage.
Heated Body.
**Heated Weapons**: Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).
A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage.
**Multiattack**: The salamander makes two attacks: one with its spear and one with its tail.
Heated Weapons.
**Spear**: Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./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.
Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).
**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.
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 ft./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.
"""
name = "Salamander"
@@ -114,13 +146,21 @@ class Salamander(Monster):
class Satyr(Monster):
"""
**Magic Resistance**: The satyr has advantage on saving throws against spells and other magical effects.
Magic Resistance.
**Ram**: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.
The satyr has advantage on saving throws against spells and other magical effects.
**Shortsword**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1 d6 + 3) piercing damage.
Ram.
**Shortbow**: Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
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 (1 d6 + 3) piercing damage.
Shortbow.
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
**Variant: Panpipes**: Gentle Lullaby. The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake.
"""
@@ -148,7 +188,9 @@ class Satyr(Monster):
class Scorpion(Monster):
"""
**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.
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.
"""
name = "Scorpion"
@@ -174,13 +216,21 @@ class Scorpion(Monster):
class Scout(Monster):
"""
**Keen Hearing and Sight**: The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Keen Hearing and Sight.
**Multiattack**: The scout makes two melee attacks or two ranged attacks.
The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
**Shortsword**: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Multiattack.
**Longbow**: Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
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.
"""
name = "Scout"
@@ -206,16 +256,26 @@ class Scout(Monster):
class SeaHag(Monster):
"""
**Amphibious**: The hag can breathe air and water.
Amphibious.
**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.
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.
**Claws**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Claws.
**Death Glare**: The hag targets one frightened creature she can see within 30 ft. 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.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
**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.
Death Glare.
The hag targets one frightened creature she can see within 30 ft. 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.
"""
@@ -242,7 +302,9 @@ class SeaHag(Monster):
class SeaHorse(Monster):
"""
**Water Breathing**: The sea horse can breathe only underwater.
Water Breathing.
The sea horse can breathe only underwater.
"""
name = "Sea Horse"
@@ -268,13 +330,21 @@ class SeaHorse(Monster):
class Shadow(Monster):
"""
**Amorphous**: The shadow can move through a space as narrow as 1 inch wide without squeezing.
Amorphous.
**Shadow Stealth**: While in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6.
The shadow can move through a space as narrow as 1 inch wide without squeezing.
**Sunlight Weakness**: While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
Shadow Stealth.
**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.
While in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6.
Sunlight Weakness.
While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
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.
"""
@@ -348,13 +418,21 @@ class ShadowDemon(Monster):
class ShamblingMound(Monster):
"""
**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.
Lightning Absorption.
**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.
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.
**Slam**: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Multiattack.
**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.
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.
"""
name = "Shambling Mound"
@@ -380,15 +458,25 @@ class ShamblingMound(Monster):
class ShieldGuardian(Monster):
"""
**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.
Bound.
**Regeneration**: The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit. point.
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.
**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.
Regeneration.
**Multiattack**: The guardian makes two fist attacks.
The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit. point.
**Fist**: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
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.
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.
"""
name = "Shield Guardian"
@@ -414,9 +502,13 @@ class ShieldGuardian(Monster):
class Shrieker(Monster):
"""
**False Appearance**: While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.
False Appearance.
**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
While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.
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
"""
name = "Shrieker"
@@ -442,9 +534,13 @@ class Shrieker(Monster):
class SilverDragonWyrmling(Monster):
"""
**Bite**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Bite.
**Breath Weapons**: The dragon uses one of the following breath weapons.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Breath Weapons.
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.
"""
@@ -472,9 +568,13 @@ class SilverDragonWyrmling(Monster):
class Skeleton(Monster):
"""
**Shortsword**: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortsword.
**Shortbow**: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
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.
"""
name = "Skeleton"
@@ -500,26 +600,44 @@ class Skeleton(Monster):
class Solar(Monster):
"""
**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).
Angelic Weapons.
**Divine Awareness**: The solar knows if it hears a lie.
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).
**Innate Spellcasting**: The solar's spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
Divine Awareness.
The solar knows if it hears a lie.
Innate Spellcasting.
The solar's spell casting 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.
Magic Resistance.
**Multiattack**: The solar makes two greatsword attacks.
The solar has advantage on saving throws against spells and other magical effects.
**Greatsword**: Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Multiattack.
**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 190 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
The solar makes two greatsword attacks.
**Flying Sword**: The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. 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.
Greatsword.
**Healing Touch**: 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.
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 190 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 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. 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.
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.
"""
name = "Solar"
@@ -545,11 +663,17 @@ class Solar(Monster):
class Specter(Monster):
"""
**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.
Incorporeal Movement.
**Sunlight Sensitivity**: While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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.
**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.
Sunlight Sensitivity.
While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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.
"""
name = "Specter"
@@ -575,13 +699,21 @@ class Specter(Monster):
class Spider(Monster):
"""
**Spider Climb**: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Spider Climb.
**Web Sense**: While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
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.
Web Sense.
**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.
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.
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.
"""
name = "Spider"
@@ -607,9 +739,13 @@ class Spider(Monster):
class SpiritNaga(Monster):
"""
**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.
Rejuvenation.
**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:
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
@@ -618,7 +754,9 @@ class SpiritNaga(Monster):
- 4th level (3 slots): blight, dimension door
- 5th level (2 slots): dominate person
**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.
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.
"""
name = "Spirit Naga"
@@ -644,13 +782,21 @@ class SpiritNaga(Monster):
class Sprite(Monster):
"""
**Longsword**: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Longsword.
**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.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
**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.
Shortbow.
**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.
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.
"""
name = "Sprite"
@@ -676,15 +822,23 @@ class Sprite(Monster):
class Spy(Monster):
"""
**Cunning Action**: On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
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 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
**Multiattack**: The spy makes two melee attacks.
Multiattack.
**Shortsword**: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
The spy makes two melee attacks.
**Hand Crossbow**: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
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.
"""
name = "Spy"
@@ -713,11 +867,17 @@ class Spy(Monster):
class SteamMephit(Monster):
"""
**Death Burst**: When the mephit dies, it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.
Death Burst.
**Innate Spellcasting**: The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.
When the mephit dies, it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.
**Claws**: Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.
Innate Spellcasting.
The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.
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.
@@ -747,7 +907,9 @@ class SteamMephit(Monster):
class Stirge(Monster):
"""
**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.
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.
"""
@@ -774,13 +936,21 @@ class Stirge(Monster):
class StoneGiant(Monster):
"""
**Stone Camouflage**: The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Stone Camouflage.
**Multiattack**: The giant makes two greatclub attacks.
The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
**Greatclub**: Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Multiattack.
**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.
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.
"""
name = "Stone Giant"
@@ -806,17 +976,29 @@ class StoneGiant(Monster):
class StoneGolem(Monster):
"""
**Immutable Form**: The golem is immune to any spell or effect that would alter its form.
Immutable Form.
**Magic Resistance**: The golem has advantage on saving throws against spells and other magical effects.
The golem is immune to any spell or effect that would alter its form.
**Magic Weapons**: The golem's weapon attacks are magical.
Magic Resistance.
**Multiattack**: The golem makes two slam attacks.
The golem has advantage on saving throws against spells and other magical effects.
**Slam**: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Magic Weapons.
**Slow**: The golem targets one or more creatures it can see within 10 ft. 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.
The golem's weapon attacks are magical.
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.
The golem targets one or more creatures it can see within 10 ft. 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.
"""
name = "Stone Golem"
@@ -905,20 +1087,32 @@ class Stonemelder(Monster):
class StormGiant(Monster):
"""
**Amphibious**: The giant can breathe air and water.
Amphibious.
**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:
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
**Multiattack**: The giant makes two greatsword attacks.
Multiattack.
**Greatsword**: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.
The giant makes two greatsword attacks.
**Rock**: Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.
Greatsword.
**Lightning Strike**: 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.
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.
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.
"""
name = "Storm Giant"
@@ -944,18 +1138,28 @@ class StormGiant(Monster):
class SuccubusIncubus(Monster):
"""
**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.
Telepathic Bond.
**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.
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.
**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.
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.
Draining Kiss.
**Etherealness**: The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.
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.
"""
name = "Succubus/Incubus"
@@ -981,13 +1185,21 @@ class SuccubusIncubus(Monster):
class SwarmOfBats(Monster):
"""
**Echolocation**: The swarm can't use its blindsight while deafened.
Echolocation.
**Keen Hearing**: The swarm has advantage on Wisdom (Perception) checks that rely on hearing.
The swarm can't use its blindsight while deafened.
**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.
Keen Hearing.
**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.
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.
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.
"""
name = "Swarm of Bats"
@@ -1013,9 +1225,13 @@ class SwarmOfBats(Monster):
class SwarmOfBeetles(Monster):
"""
**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.
Swarm.
**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.
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.
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.
"""
name = "Swarm of Beetles"
@@ -1041,9 +1257,13 @@ class SwarmOfBeetles(Monster):
class SwarmOfCentipedes(Monster):
"""
**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.
Swarm.
**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.
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.
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.
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.
"""
@@ -1070,9 +1290,13 @@ class SwarmOfCentipedes(Monster):
class SwarmOfInsects(Monster):
"""
**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.
Swarm.
**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.
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.
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.
"""
name = "Swarm of Insects"
@@ -1098,9 +1322,13 @@ class SwarmOfInsects(Monster):
class SwarmOfPoisonousSnakes(Monster):
"""
**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.
Swarm.
**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.
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.
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.
"""
name = "Swarm of Poisonous Snakes"
@@ -1126,13 +1354,21 @@ class SwarmOfPoisonousSnakes(Monster):
class SwarmOfQuippers(Monster):
"""
**Blood Frenzy**: The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Blood Frenzy.
**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.
The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.
**Water Breathing**: The swarm can breathe only underwater.
Swarm.
**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.
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.
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.
"""
name = "Swarm of Quippers"
@@ -1158,11 +1394,17 @@ class SwarmOfQuippers(Monster):
class SwarmOfRats(Monster):
"""
**Keen Smell**: The swarm has advantage on Wisdom (Perception) checks that rely on smell.
Keen 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.
The swarm has advantage on Wisdom (Perception) checks that rely on smell.
**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.
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.
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.
"""
name = "Swarm of Rats"
@@ -1188,9 +1430,13 @@ class SwarmOfRats(Monster):
class SwarmOfRavens(Monster):
"""
**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.
Swarm.
**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.
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.
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.
"""
name = "Swarm of Ravens"
@@ -1216,15 +1462,25 @@ class SwarmOfRavens(Monster):
class SwarmOfSpiders(Monster):
"""
**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.
Swarm.
**Spider Climb**: The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
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.
**Web Sense**: While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.
Spider Climb.
**Web Walker**: The swarm ignores movement restrictions caused by webbing.
The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
**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.
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.
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.
"""
name = "Swarm of Spiders"
@@ -1250,9 +1506,13 @@ class SwarmOfSpiders(Monster):
class SwarmOfWasps(Monster):
"""
**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.
Swarm.
**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.
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.
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.
"""
name = "Swarm of Wasps"
+114 -38
View File
@@ -10,27 +10,49 @@ from dungeonsheets.stats import Ability
class Tarrasque(Monster):
"""
**Legendary Resistance**: If the tarrasque fails a saving throw, it can choose to succeed instead.
Legendary Resistance.
**Magic Resistance**: The tarrasque has advantage on saving throws against spells and other magical effects.
If the tarrasque fails a saving throw, it can choose to succeed instead.
**Reflective Carapace**: Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.
Magic Resistance.
**Siege Monster**: The tarrasque deals double damage to objects and structures.
The tarrasque has advantage on saving throws against spells and other magical effects.
**Multiattack**: The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite.
Reflective Carapace.
**Bite**: Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target.
Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.
**Claw**: Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage.
Siege Monster.
**Horns**: Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) piercing damage.
The tarrasque deals double damage to objects and structures.
**Tail**: Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Multiattack.
**Frightful Presence**: Each creature of the tarrasque's choice within 120 feet of it 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, with disadvantage if the tarrasque 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 tarrasque's Frightful Presence for the next 24 hours.
The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite.
**Swallow**: The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target 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 tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque's turns.
Bite.
Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target.
Claw.
Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage.
Horns.
Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) piercing damage.
Tail.
Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Frightful Presence.
Each creature of the tarrasque's choice within 120 feet of it 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, with disadvantage if the tarrasque 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 tarrasque's Frightful Presence for the next 24 hours.
Swallow.
The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target 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 tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque's turns.
If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 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 tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
"""
@@ -57,13 +79,21 @@ class Tarrasque(Monster):
class Thug(Monster):
"""
**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 ft. of the creature and the ally isn't incapacitated.
Pack Tactics.
**Multiattack**: The thug makes two melee attacks.
The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated.
**Mace**: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Multiattack.
**Heavy Crossbow**: Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
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.
"""
name = "Thug"
@@ -89,13 +119,21 @@ class Thug(Monster):
class Tiger(Monster):
"""
**Keen Smell**: The tiger has advantage on Wisdom (Perception) checks that rely on smell.
Keen Smell.
**Pounce**: If the tiger moves at least 20 ft. 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.
The tiger has advantage on Wisdom (Perception) checks that rely on smell.
**Bite**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Pounce.
**Claw**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
If the tiger moves at least 20 ft. 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.
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.
"""
name = "Tiger"
@@ -121,17 +159,29 @@ class Tiger(Monster):
class Treant(Monster):
"""
**False Appearance**: While the treant remains motionless, it is indistinguishable from a normal tree.
False Appearance.
**Siege Monster**: The treant deals double damage to objects and structures.
While the treant remains motionless, it is indistinguishable from a normal tree.
**Multiattack**: The treant makes two slam attacks.
Siege Monster.
**Slam**: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
The treant deals double damage to objects and structures.
**Rock**: Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Multiattack.
**Animate Trees**: 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.
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.
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.
"""
name = "Treant"
@@ -157,9 +207,13 @@ class Treant(Monster):
class TribalWarrior(Monster):
"""
**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 ft. of the creature and the ally isn't incapacitated.
Pack Tactics.
**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.
The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 ft. of the creature and the ally isn't incapacitated.
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.
"""
name = "Tribal Warrior"
@@ -185,11 +239,17 @@ class TribalWarrior(Monster):
class Triceratops(Monster):
"""
**Trampling Charge**: If the triceratops moves at least 20 ft. 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.
Trampling Charge.
**Gore**: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.
If the triceratops moves at least 20 ft. 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.
**Stomp**: Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage
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
"""
name = "Triceratops"
@@ -215,9 +275,13 @@ class Triceratops(Monster):
class Troll(Monster):
"""
**Keen Smell**: The troll has advantage on Wisdom (Perception) checks that rely on smell.
Keen 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.
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.
**Variant: Loathsome Limbs**: Whenever the troll takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it:
1-10: Nothing else happens.
@@ -230,11 +294,17 @@ class Troll(Monster):
If its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet and the troll's Keen Smell trait. It can make a bite attack but only against a target in its space.
The troll's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.
**Multiattack**: The troll makes three attacks: one with its bite and two with its claws.
Multiattack.
**Bite**: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
The troll makes three attacks: one with its bite and two with its claws.
**Claw**: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
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.
"""
name = "Troll"
@@ -260,11 +330,17 @@ class Troll(Monster):
class TyrannosaurusRex(Monster):
"""
**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.
Multiattack.
**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.
The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.
**Tail**: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
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.
"""
name = "Tyrannosaurus Rex"
+27 -9
View File
@@ -10,26 +10,44 @@ from dungeonsheets.stats import Ability
class Unicorn(Monster):
"""
**Charge**: If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn 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 15 Strength saving throw or be knocked prone.
Charge.
**Innate Spellcasting**: The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:
If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn 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 15 Strength saving throw or be knocked prone.
Innate Spellcasting.
The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:
At will: detect evil and good, druidcraft, pass without trace
1/day each: calm emotions, dispel evil and good, entangle
**Magic Resistance**: The unicorn has advantage on saving throws against spells and other magical effects.
Magic Resistance.
**Magic Weapons**: The unicorn's weapon attacks are magical.
The unicorn has advantage on saving throws against spells and other magical effects.
**Multiattack**: The unicorn makes two attacks: one with its hooves and one with its horn.
Magic Weapons.
**Hooves**: Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
The unicorn's weapon attacks are magical.
**Horn**: Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 8 (1d8 + 4) piercing damage.
Multiattack.
**Healing Touch**: The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
The unicorn makes two attacks: one with its hooves and one with its horn.
**Teleport**: The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.
Hooves.
Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Horn.
Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 8 (1d8 + 4) piercing damage.
Healing Touch.
The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Teleport.
The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.
"""
name = "Unicorn"
+87 -29
View File
@@ -10,20 +10,32 @@ from dungeonsheets.stats import Ability
class Vampire(Monster):
"""
**Shapechanger**: If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
Shapechanger.
If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
**Legendary Resistance**: If the vampire fails a saving throw, it can choose to succeed instead.
Legendary Resistance.
**Misty Escape**: When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape.
When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
**Regeneration**: The vampire regains 20 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.
Regeneration.
**Spider Climb**: The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
The vampire regains 20 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.
**Vampire Weaknesses**: The vampire has the following flaws:
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 if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
@@ -35,10 +47,14 @@ class Vampire(Monster):
**Bite (Bat or Vampire Form Only)**: Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) 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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
**Charm**: The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack.
Charm.
The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack.
Each time the vampire or the vampire's companions 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 vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
**Children of the Night**: The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
Children of the Night.
The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
"""
name = "Vampire"
@@ -64,21 +80,33 @@ class Vampire(Monster):
class VampireSpawn(Monster):
"""
**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.
Regeneration.
**Spider Climb**: The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
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.
**Vampire Weaknesses**: The vampire has the following flaws:
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.
**Multiattack**: The vampire makes two attacks, only one of which can be a bite attack.
Multiattack.
**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.
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.
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).
"""
name = "Vampire Spawn"
@@ -104,13 +132,21 @@ class VampireSpawn(Monster):
class Veteran(Monster):
"""
**Multiattack**: The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Multiattack.
**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.
The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
**Shortsword**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Longsword.
**Heavy Crossbow**: Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
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.
"""
name = "Veteran"
@@ -136,11 +172,17 @@ class Veteran(Monster):
class VioletFungus(Monster):
"""
**False Appearance**: While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.
False Appearance.
**Multiattack**: The fungus makes 1d4 Rotting Touch attacks.
While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.
**Rotting Touch**: Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) necrotic damage.
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.
"""
name = "Violet Fungus"
@@ -166,17 +208,27 @@ class VioletFungus(Monster):
class Vrock(Monster):
"""
**Magic Resistance**: The vrock has advantage on saving throws against spells and other magical effects.
Magic Resistance.
**Multiattack**: The vrock makes two attacks: one with its beak and one with its talons.
The vrock has advantage on saving throws against spells and other magical effects.
**Beak**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Multiattack.
**Talons**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.
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**: 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 .
Stunning Screech.
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 .
**Variant: Summon Demon**: The demon chooses what to summon and attempts a magical summoning.
A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock.
@@ -206,11 +258,17 @@ class Vrock(Monster):
class Vulture(Monster):
"""
**Keen Sight and Smell**: The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
Keen Sight and 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 ft. of the creature and the ally isn't incapacitated.
The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
**Beak**: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
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 ft. of the creature and the ally isn't incapacitated.
Beak.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
"""
name = "Vulture"
+333 -111
View File
@@ -10,9 +10,13 @@ from dungeonsheets.stats import Ability
class Warhorse(Monster):
"""
**Trampling Charge**: If the horse moves at least 20 ft. 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.
Trampling Charge.
**Hooves**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
If the horse moves at least 20 ft. 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.
Hooves.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
"""
name = "Warhorse"
@@ -38,7 +42,9 @@ class Warhorse(Monster):
class WarhorseSkeleton(Monster):
"""
**Hooves**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hooves.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
"""
name = "Warhorse Skeleton"
@@ -64,15 +70,25 @@ class WarhorseSkeleton(Monster):
class WaterElemental(Monster):
"""
**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.
Water Form.
**Freeze**: If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.
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.
**Multiattack**: The elemental makes two slam attacks.
Freeze.
**Slam**: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.
**Whelm**: 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.
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.
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.
"""
@@ -99,9 +115,13 @@ class WaterElemental(Monster):
class Weasel(Monster):
"""
**Keen Hearing and Smell**: The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Keen Hearing and Smell.
**Bite**: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
"""
name = "Weasel"
@@ -127,15 +147,25 @@ class Weasel(Monster):
class WerebearBearform(Monster):
"""
**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.
Shapechanger.
**Keen Smell**: The werebear has advantage on Wisdom (Perception) checks that rely on smell.
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.
**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.
Keen Smell.
**Bite**: 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.
The werebear has advantage on Wisdom (Perception) checks that rely on smell.
**Claw**: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
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.
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.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
"""
name = "Werebear, Bear form"
@@ -161,13 +191,21 @@ class WerebearBearform(Monster):
class WerebearHumanform(Monster):
"""
**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.
Shapechanger.
**Keen Smell**: The werebear has advantage on Wisdom (Perception) checks that rely on smell.
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.
**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.
Keen Smell.
**Greataxe**: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
The werebear has advantage on Wisdom (Perception) checks that rely on smell.
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.
Greataxe.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
"""
name = "Werebear, Human form"
@@ -193,17 +231,29 @@ class WerebearHumanform(Monster):
class WerebearHybridform(Monster):
"""
**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.
Shapechanger.
**Keen Smell**: The werebear has advantage on Wisdom (Perception) checks that rely on smell.
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.
**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.
Keen Smell.
**Bite**: 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.
The werebear has advantage on Wisdom (Perception) checks that rely on smell.
**Claw**: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Multiattack.
**Greataxe**: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
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.
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.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Greataxe.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
"""
name = "Werebear, Hybrid form"
@@ -229,13 +279,19 @@ class WerebearHybridform(Monster):
class WereboarBoarform(Monster):
"""
**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.
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**: If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Relentless.
**Tusks**: 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.
If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Tusks.
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.
"""
name = "Wereboar, Boar form"
@@ -261,13 +317,21 @@ class WereboarBoarform(Monster):
class WereboarHumanform(Monster):
"""
**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.
Shapechanger.
**Relentless**: If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
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.
**Multiattack**: The wereboar makes two attacks, only one of which can be with its tusks.
Relentless.
**Maul**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Multiattack.
The wereboar makes two attacks, only one of which can be with its tusks.
Maul.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
"""
name = "Wereboar, Human form"
@@ -293,17 +357,27 @@ class WereboarHumanform(Monster):
class WereboarHybridform(Monster):
"""
**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.
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**: If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Relentless.
**Multiattack**: The wereboar makes two attacks, only one of which can be with its tusks.
If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
**Maul**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Multiattack.
**Tusks**: 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.
The wereboar makes two attacks, only one of which can be with its tusks.
Maul.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Tusks.
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.
"""
name = "Wereboar, Hybrid form"
@@ -329,15 +403,23 @@ class WereboarHybridform(Monster):
class WereratHumanform(Monster):
"""
**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.
Shapechanger.
**Keen Smell**: The wererat has advantage on Wisdom (Perception) checks that rely on smell.
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.
**Multiattack (Humanoid or Hybrid Form Only)**: The wererat makes two attacks, only one of which can be a bite.
**Shortsword**: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortsword.
**Hand Crossbow**: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
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.
"""
name = "Wererat, Human form"
@@ -363,17 +445,29 @@ class WereratHumanform(Monster):
class WereratHybridform(Monster):
"""
**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.
Shapechanger.
**Keen Smell**: The wererat has advantage on Wisdom (Perception) checks that rely on smell.
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.
**Multiattack**: The wererat makes two attacks, only one of which can be a bite.
Keen Smell.
**Bite**: 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.
The wererat has advantage on Wisdom (Perception) checks that rely on smell.
**Shortsword**: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Multiattack.
**Hand Crossbow**: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
The wererat makes two attacks, only one of which can be a bite.
Bite.
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.
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.
"""
name = "Wererat, Hybrid form"
@@ -399,11 +493,17 @@ class WereratHybridform(Monster):
class WereratRatform(Monster):
"""
**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.
Shapechanger.
**Keen Smell**: The wererat has advantage on Wisdom (Perception) checks that rely on smell.
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.
**Bite**: 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.
Keen Smell.
The wererat has advantage on Wisdom (Perception) checks that rely on smell.
Bite.
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.
"""
name = "Wererat, Rat form"
@@ -429,15 +529,25 @@ class WereratRatform(Monster):
class WeretigerHumanform(Monster):
"""
**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.
Shapechanger.
**Keen Hearing and Smell**: The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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.
**Multiattack**: 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.
Keen Hearing and Smell.
**Scimitar**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.
**Longbow**: Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Multiattack.
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.
Scimitar.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Longbow.
Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
"""
name = "Weretiger, Human form"
@@ -463,21 +573,37 @@ class WeretigerHumanform(Monster):
class WeretigerHybridform(Monster):
"""
**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.
Shapechanger.
**Keen Hearing and Smell**: The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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.
**Pounce**: 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.
Keen Hearing and Smell.
**Multiattack**: 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.
The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.
**Bite**: 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.
Pounce.
**Claw**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
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.
**Scimitar**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Multiattack.
**Longbow**: Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
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.
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.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Scimitar.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Longbow.
Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
"""
name = "Weretiger, Hybrid form"
@@ -503,15 +629,25 @@ class WeretigerHybridform(Monster):
class WeretigerTigerform(Monster):
"""
**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.
Shapechanger.
**Keen Hearing and Smell**: The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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.
**Pounce**: 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.
Keen Hearing and Smell.
**Bite**: 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.
The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.
**Claw**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Pounce.
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.
Bite.
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.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
"""
name = "Weretiger, Tiger form"
@@ -537,13 +673,21 @@ class WeretigerTigerform(Monster):
class WerewolfHumanform(Monster):
"""
**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.
Shapechanger.
**Keen Hearing and Smell**: The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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.
**Multiattack**: The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).
Keen Hearing and Smell.
**Spear**: 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.
The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Multiattack.
The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).
Spear.
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.
"""
name = "Werewolf, Human form"
@@ -569,15 +713,25 @@ class WerewolfHumanform(Monster):
class WerewolfHybridform(Monster):
"""
**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.
Shapechanger.
**Keen Hearing and Smell**: The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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.
**Multiattack**: The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).
Keen Hearing and Smell.
**Bite**: 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.
The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
**Claws**: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Multiattack.
The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).
Bite.
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.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
"""
name = "Werewolf, Hybrid form"
@@ -603,11 +757,17 @@ class WerewolfHybridform(Monster):
class WerewolfWolfform(Monster):
"""
**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.
Shapechanger.
**Keen Hearing and Smell**: The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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.
**Bite**: 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.
Keen Hearing and Smell.
The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite.
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.
"""
name = "Werewolf, Wolf form"
@@ -633,9 +793,13 @@ class WerewolfWolfform(Monster):
class WhiteDragonWyrmling(Monster):
"""
**Bite**: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.
Bite.
**Cold Breath**: 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.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.
Cold Breath.
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.
"""
name = "White Dragon Wyrmling"
@@ -661,16 +825,26 @@ class WhiteDragonWyrmling(Monster):
class Wight(Monster):
"""
**Sunlight Sensitivity**: While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Sunlight Sensitivity.
**Multiattack**: The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.
While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
**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.
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.
Longsword.
**Longbow**: Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
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.
"""
name = "Wight"
@@ -696,17 +870,29 @@ class Wight(Monster):
class WilloWisp(Monster):
"""
**Consume Life**: As a bonus action, the will-o'-wisp can target one creature it can see within 5 ft. 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.
Consume Life.
**Ephemeral**: The will-o'-wisp can't wear or carry anything.
As a bonus action, the will-o'-wisp can target one creature it can see within 5 ft. 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.
**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.
Ephemeral.
**Variable Illumination**: The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.
The will-o'-wisp can't wear or carry anything.
**Shock**: Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage.
Incorporeal Movement.
**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).
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 ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.
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).
"""
name = "Will-o'-Wisp"
@@ -732,15 +918,25 @@ class WilloWisp(Monster):
class WinterWolf(Monster):
"""
**Keen Hearing and Smell**: The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Keen Hearing and 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 ft. of the creature and the ally isn't incapacitated.
The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
**Snow Camouflage**: The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Pack Tactics.
**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.
The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
**Cold Breath**: 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.
Snow Camouflage.
The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
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.
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.
"""
name = "Winter Wolf"
@@ -766,11 +962,17 @@ class WinterWolf(Monster):
class Wolf(Monster):
"""
**Keen Hearing and Smell**: The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Keen Hearing and 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 ft. of the creature and the ally isn't incapacitated.
The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
**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.
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 ft. of the creature and the ally isn't incapacitated.
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.
"""
name = "Wolf"
@@ -796,9 +998,13 @@ class Wolf(Monster):
class Worg(Monster):
"""
**Keen Hearing and Smell**: The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Keen Hearing and Smell.
**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.
The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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.
"""
name = "Worg"
@@ -824,13 +1030,21 @@ class Worg(Monster):
class Wraith(Monster):
"""
**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.
Incorporeal Movement.
**Sunlight Sensitivity**: While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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.
**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.
Sunlight Sensitivity.
**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.
While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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.
"""
name = "Wraith"
@@ -856,13 +1070,21 @@ class Wraith(Monster):
class Wyvern(Monster):
"""
**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.
Multiattack.
**Bite**: Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
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.
**Claws**: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Bite.
**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.
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.
"""
name = "Wyvern"
+18 -6
View File
@@ -10,17 +10,29 @@ from dungeonsheets.stats import Ability
class Xorn(Monster):
"""
**Earth Glide**: The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.
Earth Glide.
**Stone Camouflage**: The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.
**Treasure Sense**: The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 ft. of it.
Stone Camouflage.
**Multiattack**: The xorn makes three claw attacks and one bite attack.
The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
**Bite**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage.
Treasure Sense.
**Claw**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 ft. of it.
Multiattack.
The xorn makes three claw attacks and one bite attack.
Bite.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage.
Claw.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
"""
name = "Xorn"
+135 -45
View File
@@ -10,15 +10,25 @@ from dungeonsheets.stats import Ability
class YoungBlackDragon(Monster):
"""
**Amphibious**: The dragon can breathe air and water.
Amphibious.
**Multiattack**: The dragon makes three attacks: one with its bite and two with its claws.
The dragon can breathe air and water.
**Bite**: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.
Multiattack.
**Claw**: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
The dragon makes three attacks: one with its bite and two with its claws.
**Acid Breath**: 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.
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.
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.
"""
name = "Young Black Dragon"
@@ -44,13 +54,21 @@ class YoungBlackDragon(Monster):
class YoungBlueDragon(Monster):
"""
**Multiattack**: The dragon makes three attacks: one with its bite and two with its claws.
Multiattack.
**Bite**: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.
The dragon makes three attacks: one with its bite and two with its claws.
**Claw**: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Bite.
**Lightning Breath**: 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.
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.
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.
"""
name = "Young Blue Dragon"
@@ -76,13 +94,21 @@ class YoungBlueDragon(Monster):
class YoungBrassDragon(Monster):
"""
**Multiattack**: The dragon makes three attacks: one with its bite and two with its claws.
Multiattack.
**Bite**: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
The dragon makes three attacks: one with its bite and two with its claws.
**Claw**: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Bite.
**Breath Weapons**: The dragon uses one of the following breath weapons.
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.
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.
"""
@@ -110,15 +136,25 @@ class YoungBrassDragon(Monster):
class YoungBronzeDragon(Monster):
"""
**Amphibious**: The dragon can breathe air and water.
Amphibious.
**Multiattack**: The dragon makes three attacks: one with its bite and two with its claws.
The dragon can breathe air and water.
**Bite**: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Multiattack.
**Claw**: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
The dragon makes three attacks: one with its bite and two with its claws.
**Breath Weapons**: The dragon uses one of the following breath weapons.
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.
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.
"""
@@ -146,13 +182,21 @@ class YoungBronzeDragon(Monster):
class YoungCopperDragon(Monster):
"""
**Multiattack**: The dragon makes three attacks: one with its bite and two with its claws.
Multiattack.
**Bite**: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
The dragon makes three attacks: one with its bite and two with its claws.
**Claw**: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Bite.
**Breath Weapons**: The dragon uses one of the following breath weapons.
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.
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.
"""
@@ -180,15 +224,25 @@ class YoungCopperDragon(Monster):
class YoungGoldDragon(Monster):
"""
**Amphibious**: The dragon can breathe air and water.
Amphibious.
**Multiattack**: The dragon makes three attacks: one with its bite and two with its claws.
The dragon can breathe air and water.
**Bite**: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Multiattack.
**Claw**: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
The dragon makes three attacks: one with its bite and two with its claws.
**Breath Weapons**: The dragon uses one of the following breath weapons.
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.
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.
"""
@@ -216,15 +270,25 @@ class YoungGoldDragon(Monster):
class YoungGreenDragon(Monster):
"""
**Amphibious**: The dragon can breathe air and water.
Amphibious.
**Multiattack**: The dragon makes three attacks: one with its bite and two with its claws.
The dragon can breathe air and water.
**Bite**: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.
Multiattack.
**Claw**: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
The dragon makes three attacks: one with its bite and two with its claws.
**Poison Breath**: 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.
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.
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.
"""
name = "Young Green Dragon"
@@ -250,13 +314,21 @@ class YoungGreenDragon(Monster):
class YoungRedDragon(Monster):
"""
**Multiattack**: The dragon makes three attacks: one with its bite and two with its claws.
Multiattack.
**Bite**: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.
The dragon makes three attacks: one with its bite and two with its claws.
**Claw**: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Bite.
**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 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
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.
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.
"""
name = "Young Red Dragon"
@@ -282,13 +354,21 @@ class YoungRedDragon(Monster):
class YoungSilverDragon(Monster):
"""
**Multiattack**: The dragon makes three attacks: one with its bite and two with its claws.
Multiattack.
**Bite**: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
The dragon makes three attacks: one with its bite and two with its claws.
**Claw**: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Bite.
**Breath Weapons**: The dragon uses one of the following breath weapons.
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.
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.
"""
@@ -316,15 +396,25 @@ class YoungSilverDragon(Monster):
class YoungWhiteDragon(Monster):
"""
**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.
Ice Walk.
**Multiattack**: The dragon makes three attacks: one with its bite and two with its claws.
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.
**Bite**: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.
Multiattack.
**Claw**: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
The dragon makes three attacks: one with its bite and two with its claws.
**Cold Breath**: 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.
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.
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.
"""
name = "Young White Dragon"
+6 -2
View File
@@ -9,12 +9,16 @@ from dungeonsheets.stats import Ability
class Zombie(Monster):
"""**Undead Fortitude**: If damage reduces the zombie to 0 hit points,
"""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.
**Slam**: Melee Weapon Attack: +3 to hit, reach 5 ft., one
Slam.
Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage.
"""