Recreated monster definitions with different restructured text layout.

This commit is contained in:
Mark Wolfman
2021-07-25 22:33:55 -05:00
parent 6bfaddf821
commit dfa47f957c
27 changed files with 5356 additions and 4750 deletions
+14 -2
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@@ -9,6 +9,10 @@ body {
background-image: url("../images/paper.jpg");
background-size: 100%;
}
p {
text-align: justify;
text-justify: inter-word;
}
table {
/* background: #ECEEE3; */
border-spacing: 0px;
@@ -24,10 +28,14 @@ tr:nth-child(even) {
border-style: solid;
margin: 16px 0px;
padding: 8px;
max-width: 35em;
}
.stat-block .details {
color: #58180d;
}
.stat-block p {
margin-right: 1em;
}
.stat-block h2 {
margin-bottom: 0px;
}
@@ -37,7 +45,6 @@ tr:nth-child(even) {
[% else %]
/* Without Fancy decorations */
th {
border-style: solid;
border-width: 0px;
@@ -45,7 +52,12 @@ th {
}
[% endif %]
/* End fancy decorations */
body {
margin: 1em;
}
p {
max-width: 35em;
}
/* Spell lists */
dl.spell-slots {
margin-top: 0.5em;
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+235 -192
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@@ -11,10 +11,9 @@ 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.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4)
bludgeoning damage.
"""
name = "Camel"
description = "Large beast, unaligned"
challenge_rating = 0.125
@@ -34,19 +33,18 @@ class Camel(Monster):
climb_speed = 0
hp_max = 15
hit_dice = "2d10"
spells = []
class Cat(Monster):
"""
Keen Smell.
The cat has advantage on Wisdom (Perception) checks that rely on smell.
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.
Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1
slashing damage.
"""
name = "Cat"
description = "Tiny beast, unaligned"
challenge_rating = 0
@@ -66,31 +64,28 @@ class Cat(Monster):
climb_speed = 30
hp_max = 2
hit_dice = "1d4"
spells = []
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.
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.
Multiattack.
The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.
The centaur makes two attacks: one with its pike and one with its
hooves or two with its longbow.
Pike.
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
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.
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.
Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6
(1d8 + 2) piercing damage.
"""
name = "Centaur"
description = "Large monstrosity, neutral good"
challenge_rating = 2
@@ -110,30 +105,37 @@ class Centaur(Monster):
climb_speed = 0
hp_max = 45
hit_dice = "6d10"
spells = []
class ChainDevil(Monster):
"""
**Devil's Sight**: Magical darkness doesn't impede the devil's darkvision.
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.
The devil has advantage on saving throws against spells and other
magical effects.
Multiattack.
The devil makes two attacks with its chains.
Chain.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.
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.
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.
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.
"""
name = "Chain Devil"
description = "Medium fiend, lawful evil"
challenge_rating = 8
@@ -153,31 +155,29 @@ class ChainDevil(Monster):
climb_speed = 0
hp_max = 85
hit_dice = "10d8"
spells = []
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.
The chimera makes three attacks: one with its bite, one with its
horns, and one with its claws. When its fire breath is available, it
can use the breath in place of its bite or horns.
Bite.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6
+ 4) piercing damage.
Horns.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.
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.
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.
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"
description = "Large monstrosity, chaotic evil"
challenge_rating = 6
@@ -197,31 +197,31 @@ class Chimera(Monster):
climb_speed = 0
hp_max = 114
hit_dice = "12d10"
spells = []
class Chuul(Monster):
"""
Amphibious.
The chuul can breathe air and water.
Sense Magic.
The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.
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.
Multiattack.
The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.
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.
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.
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"
description = "Large aberration, chaotic evil"
challenge_rating = 4
@@ -241,43 +241,43 @@ class Chuul(Monster):
climb_speed = 0
hp_max = 93
hit_dice = "11d10"
spells = []
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.
Whenever the golem is subjected to acid damage, it takes no damage and
instead regains a number of hit points equal to the acid damage dealt.
Berserk.
Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
Whenever the golem starts its turn with 60 hit points or fewer, roll a
d6. On a 6, the golem goes berserk. On each of its turns while
berserk, the golem attacks the nearest creature it can see. If no
creature is near enough to move to and attack, the golem attacks an
object, with preference for an object smaller than itself. Once the
golem goes berserk, it continues to do so until it is destroyed or
regains all its hit points.
Immutable Form.
The golem is immune to any spell or effect that would alter its form.
Magic Resistance.
The golem has advantage on saving throws against spells and other magical effects.
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.
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.
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"
description = "Large construct, unaligned"
challenge_rating = 9
@@ -297,45 +297,60 @@ class ClayGolem(Monster):
climb_speed = 0
hp_max = 133
hit_dice = "14d10"
spells = []
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.
While attached to a creature, the cloaker takes only half the damage
dealt to it (rounded down). and that creature takes the other half.
False Appearance.
While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.
While the cloaker remains motionless without its underside exposed, it
is indistinguishable from a dark leather cloak.
Light Sensitivity.
While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.
While in bright light, the cloaker has disadvantage on attack rolls
and Wisdom (Perception) checks that rely on sight.
Multiattack.
The cloaker makes two attacks: one with its bite and one with its tail.
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.
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.
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.
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.
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.
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.
"""
name = "Cloaker"
description = "Large aberration, chaotic neutral"
challenge_rating = 8
@@ -355,35 +370,34 @@ class Cloaker(Monster):
climb_speed = 0
hp_max = 78
hit_dice = "12d10"
spells = []
class CloudGiant(Monster):
"""
Keen Smell.
The giant has advantage on Wisdom (Perception) checks that rely on smell.
The giant has advantage on Wisdom (Perception) checks that rely on
smell.
Innate Spellcasting.
The giant's innate spellcasting ability is Charisma. It can innately
cast the following spells, requiring no material components:
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
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.
Morningstar.
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.
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.
Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit:
30 (4d10 + 8) bludgeoning damage.
"""
name = "Cloud Giant"
description = "Huge giant, neutral good (50%) or neutral evil (50%)"
challenge_rating = 9
@@ -403,15 +417,20 @@ class CloudGiant(Monster):
climb_speed = 0
hp_max = 200
hit_dice = "16d12"
spells = []
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.
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"
description = "Small monstrosity, unaligned"
challenge_rating = 0.5
@@ -431,15 +450,15 @@ class Cockatrice(Monster):
climb_speed = 0
hp_max = 27
hit_dice = "6d6"
spells = []
class Commoner(Monster):
"""
Club.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4)
bludgeoning damage.
"""
name = "Commoner"
description = "Medium humanoid, any alignment"
challenge_rating = 0
@@ -459,19 +478,20 @@ class Commoner(Monster):
climb_speed = 0
hp_max = 4
hit_dice = "1d8"
spells = []
class ConstrictorSnake(Monster):
"""
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.
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.
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"
description = "Large beast, unaligned"
challenge_rating = 0.25
@@ -491,21 +511,31 @@ class ConstrictorSnake(Monster):
climb_speed = 0
hp_max = 13
hit_dice = "2d10"
spells = []
class CopperDragonWyrmling(Monster):
"""
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
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.
"""
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.
"""
name = "Copper Dragon Wyrmling"
description = "Medium dragon, chaotic good"
challenge_rating = 1
@@ -525,40 +555,54 @@ class CopperDragonWyrmling(Monster):
climb_speed = 30
hp_max = 22
hit_dice = "4d8"
spells = []
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:
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
At will: detect evil and good, detect magic, detect thoughts
3/day each: bless, create food and water, cure wounds, lesser
restoration, protection from poison, sanctuary, shield
1/day each: dream, greater restoration, scrying
Magic Weapons.
The couatl's weapon attacks are magical.
Shielded Mind.
The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
The couatl is immune to scrying and to any effect that would sense its
emotions, read its thoughts, or detect its location.
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.
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.
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).
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.
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.
"""
name = "Couatl"
description = "Medium celestial, lawful good"
challenge_rating = 4
@@ -578,19 +622,17 @@ class Couatl(Monster):
climb_speed = 0
hp_max = 97
hit_dice = "13d8"
spells = []
class Crab(Monster):
"""
Amphibious.
The crab can breathe air and water.
Claw.
Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1
bludgeoning damage.
"""
name = "Crab"
description = "Tiny beast, unaligned"
challenge_rating = 0
@@ -610,19 +652,19 @@ class Crab(Monster):
climb_speed = 0
hp_max = 2
hit_dice = "1d4"
spells = []
class Crocodile(Monster):
"""
Hold Breath.
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
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"
description = "Large beast, unaligned"
challenge_rating = 0.5
@@ -642,31 +684,32 @@ class Crocodile(Monster):
climb_speed = 0
hp_max = 19
hit_dice = "3d10"
spells = []
class CultFanatic(Monster):
"""
Dark Devotion.
The fanatic has advantage on saving throws against being charmed or frightened.
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:
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
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.
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.
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"
description = "Medium humanoid, any non-good alignment"
challenge_rating = 2
@@ -686,19 +729,18 @@ class CultFanatic(Monster):
climb_speed = 0
hp_max = 22
hit_dice = "6d8"
spells = ["light", "sacred flame", "thaumaturgy", "command", "inflict wounds", "shield of faith", "hold person", "spiritual weapon"]
class Cultist(Monster):
"""
Dark Devotion.
The cultist has advantage on saving throws against being charmed or frightened.
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.
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6
+ 1) slashing damage.
"""
name = "Cultist"
description = "Medium humanoid, any non-good alignment"
challenge_rating = 0.125
@@ -718,3 +760,4 @@ class Cultist(Monster):
climb_speed = 0
hp_max = 9
hit_dice = "2d8"
spells = []
+392 -241
View File
@@ -21,10 +21,12 @@ class Dao(Monster):
14, +6 to hit with spell attacks). It can innately cast the
following spells, requiring no material components:
At will: detect evil and good, detect magic, stone shape. 3/day
each: passwall, move earth, tongues. 1/day each: conjure
elemental (earth elemental only), gaseous form, invisibility,
phantasmal killer, plane shift, wall of stone.
- At will: detect evil and good, detect magic, stone shape.
- 3/day each: passwall, move earth, tongues.
- 1/day each: conjure elemental (earth elemental only), gaseous
form, invisibility, phantasmal killer, plane shift, wall of
stone.
Sure-Footed.
The dao has advantage on Strength and Dexterity saving throws
made against effects that would knock it prone.
@@ -40,7 +42,6 @@ class Dao(Monster):
check or be knocked prone.
"""
name = "Dao"
description = "Large elemental, neutral evil"
challenge_rating = 11
@@ -63,29 +64,45 @@ class Dao(Monster):
burrow_speed = 30
hp_max = 187
hit_dice = "15d10 + 105"
spells = ["detect evil and good", "detect magic", "stone shape",
"passwall", "move earth", "tongues",
"conjure elemental (earth elemental only)", "gaseous form",
"invisibility", "phantasmal killer", "plane shift",
"wall of stone"]
class Darkmantle(Monster):
"""
Echolocation.
The darkmantle can't use its blindsight while deafened.
False Appearance.
While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.
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.
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.
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.
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"
description = "Small monstrosity, unaligned"
challenge_rating = 0.5
@@ -105,21 +122,26 @@ class Darkmantle(Monster):
climb_speed = 0
hp_max = 22
hit_dice = "5d6"
spells = []
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.
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.
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.
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"
description = "Medium monstrosity, neutral evil"
challenge_rating = 1
@@ -139,33 +161,83 @@ class DeathDog(Monster):
climb_speed = 0
hp_max = 39
hit_dice = "6d8"
spells = []
class DeepGnomeSvirfneblin(Monster):
"""
Stone Camouflage.
The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
The gnome has advantage on Dexterity (Stealth) checks made to hide in
rocky terrain.
Gnome Cunning.
The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
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:
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
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.
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
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)"
description = "Small humanoid, neutral good"
challenge_rating = 0.5
armor_class = 15
skills = "Investigation +3, Perception +2, Stealth +4"
senses = "Darkvision 120 ft., Passive Perception 12"
languages = "Gnomish, Terran, Undercommon"
strength = Ability(15)
dexterity = Ability(14)
constitution = Ability(14)
intelligence = Ability(12)
wisdom = Ability(10)
charisma = Ability(9)
speed = 20
swim_speed = 0
fly_speed = 0
climb_speed = 0
hp_max = 16
hit_dice = "3d6"
spells = []
class DeepGnomeSvirfneblin(Monster):
"""Stone Camouflage.
The gnome has advantage on Dexterity (Stealth) checks made to
hide in rocky terrain.
Gnome Cunning.
The gnome has advantage on Intelligence, Wisdom, and Charisma
saving throws against magic.
Innate Spellcasting.
The gnome's innate spellcasting ability is Intelligence (spell
save DC 11). It can innately cast the following spells,
requiring no material components:
- At will: nondetection (self only)
- 1/day each: blindness/deafness, blur, disguise self
War Pick
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6
(1d8 + 2) piercing damage.
Poisoned Dart
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one
creature. Hit: 4 (1d4 + 2) piercing damage, and the target must
succeed on a DC 12 Constitution saving throw or be poisoned for
1 minute. The target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success
"""
name = "Deep Gnome (Svirfneblin)"
description = "Small humanoid, neutral good"
challenge_rating = 0.5
@@ -193,10 +265,9 @@ DeepGnome = DeepGnomeSvirfneblin
class Deer(Monster):
"""
Bite.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4)
piercing damage.
"""
name = "Deer"
description = "Medium beast, unaligned"
challenge_rating = 0
@@ -216,42 +287,48 @@ class Deer(Monster):
climb_speed = 0
hp_max = 4
hit_dice = "1d8"
spells = []
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).
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:
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
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.
The deva has advantage on saving throws against spells and other
magical effects.
Multiattack.
The deva makes two melee attacks.
Mace.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.
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.
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).
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.
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.
"""
name = "Deva"
description = "Medium celestial, lawful good"
challenge_rating = 10
@@ -271,23 +348,23 @@ class Deva(Monster):
climb_speed = 0
hp_max = 136
hit_dice = "16d8"
spells = []
class DireWolf(Monster):
"""
Keen Hearing and Smell.
The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
The wolf has advantage on Wisdom (Perception) checks that rely on
hearing or smell.
Pack Tactics.
The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
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.
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"
description = "Large beast, unaligned"
challenge_rating = 1
@@ -307,44 +384,83 @@ class DireWolf(Monster):
climb_speed = 0
hp_max = 37
hit_dice = "5d10"
spells = []
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.
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:
The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, detect magic, thunderwave
3/day each: create food and water (can create wine instead of water), tongues, wind walk
1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift
**Variant: Genie Powers**: Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.
At will: detect evil and good, detect magic, thunderwave
Disguises.
Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.
Wishes.
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.
3/day each: create food and water (can create wine instead of water),
tongues, wind walk
1/day each: conjure elemental (air elemental only), creation, gaseous
form, invisibility, major image, plane shift
Variant: Genie Powers.
Genies have a variety of magical capabilities, including spells. A few
have even greater powers that allow them to alter their appearance or
the nature of reality.
Disguises.
Some genies can veil themselves in illusion to pass as other similarly
shaped creatures. Such genies can innately cast the disguise self
spell at will, often with a longer duration than is normal for that
spell. Mightier genies can cast the true polymorph spell one to three
times per day, possibly with a longer duration than normal. Such
genies can change only their own shape, but a rare few can use the
spell on other creatures and objects as well.
Wishes.
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.
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).
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 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.
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.
"""
name = "Djinni"
description = "Large elemental, chaotic good"
challenge_rating = 11
@@ -364,35 +480,40 @@ class Djinni(Monster):
climb_speed = 0
hp_max = 161
hit_dice = "14d10"
spells = []
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.
The doppelganger can use its action to polymorph into a Small or
Medium humanoid it has seen, or back into its true form. Its
statistics, other than its size, are the same in each form. Any
equipment it is wearing or carrying isn't transformed. It reverts to
its true form if it dies.
Ambusher.
The doppelganger has advantage on attack rolls against any creature it has surprised.
The doppelganger has advantage on attack rolls against any creature it
has surprised.
Surprise Attack.
If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.
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.
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.
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"
description = "Medium monstrosity, unaligned"
challenge_rating = 3
@@ -412,15 +533,15 @@ class Doppelganger(Monster):
climb_speed = 0
hp_max = 52
hit_dice = "8d8"
spells = []
class DraftHorse(Monster):
"""
Hooves.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 +
4) bludgeoning damage.
"""
name = "Draft Horse"
description = "Large beast, unaligned"
challenge_rating = 0.25
@@ -440,35 +561,35 @@ class DraftHorse(Monster):
climb_speed = 0
hp_max = 19
hit_dice = "3d10"
spells = []
class DragonTurtle(Monster):
"""
Amphibious.
The dragon turtle can breathe air and water.
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 makes three attacks: one with its bite and two with
its claws. It can make one tail attack in place of its two claw
attacks.
Bite.
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.
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.
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.
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.
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"
description = "Gargantuan dragon, neutral"
challenge_rating = 17
@@ -488,36 +609,36 @@ class DragonTurtle(Monster):
climb_speed = 0
hp_max = 341
hit_dice = "22d20"
spells = []
class Dretch(Monster):
"""
Multiattack.
The dretch makes two attacks: one with its bite and one with its claws.
The dretch makes two attacks: one with its bite and one with its
claws.
Bite.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
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.
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.
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"
description = "Small fiend, chaotic evil"
challenge_rating = 0.25
armor_class = 11
skills = ""
senses = "Darkvision 60 ft., Passive Perception 9"
languages = (
"Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)"
)
languages = "Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)"
strength = Ability(11)
dexterity = Ability(11)
constitution = Ability(12)
@@ -530,49 +651,44 @@ class Dretch(Monster):
climb_speed = 0
hp_max = 18
hit_dice = "4d6"
spells = []
class Drider(Monster):
"""
Fey Ancestry.
The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.
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:
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
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.
The drider can climb difficult surfaces, including upside down on
ceilings, without needing to make an ability check.
Sunlight Sensitivity.
While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
While in sunlight, the drider has disadvantage on attack rolls, as
well as on Wisdom (Perception) checks that rely on sight.
Web Walker.
The drider ignores movement restrictions caused by webbing.
Multiattack.
The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.
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.
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.
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.
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"
description = "Large monstrosity, chaotic evil"
challenge_rating = 6
@@ -592,33 +708,35 @@ class Drider(Monster):
climb_speed = 30
hp_max = 123
hit_dice = "13d10"
spells = []
class Drow(Monster):
"""
Fey Ancestry.
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
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:
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
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.
While in sunlight, the drow has disadvantage on attack rolls, as well
as on Wisdom (Perception) checks that rely on sight.
Shortsword.
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.
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.
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"
description = "Medium humanoid, neutral evil"
challenge_rating = 0.25
@@ -638,23 +756,29 @@ class Drow(Monster):
climb_speed = 0
hp_max = 13
hit_dice = "3d8"
spells = []
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:
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
- 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.
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"
description = "Medium humanoid, any alignment"
challenge_rating = 2
@@ -674,41 +798,57 @@ class Druid(Monster):
climb_speed = 0
hp_max = 27
hit_dice = "5d8"
spells = ["druidcraft", "produce flame", "shillelagh", "entangle", "longstrider", "speak with animals", "thunderwave", "animal messenger", "barkskin"]
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:
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
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.
The dryad has advantage on saving throws against spells and other
magical effects.
Speak with Beasts and Plants.
The dryad can communicate with beasts and plants as if they shared a language.
The dryad can communicate with beasts and plants as if they shared a
language.
Tree Stride.
Once on her turn, the dryad can use 10 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.
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.
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.
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.
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.
"""
name = "Dryad"
description = "Medium fey, neutral"
challenge_rating = 1
@@ -728,35 +868,37 @@ class Dryad(Monster):
climb_speed = 0
hp_max = 22
hit_dice = "5d8"
spells = []
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.
The duergar has advantage on saving throws against poison, spells, and
illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity.
While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
While in sunlight, the duergar has disadvantage on attack rolls, as
well as on Wisdom (Perception) checks that rely on sight.
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.
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.
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.
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 .
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"
description = "Medium humanoid, lawful evil"
challenge_rating = 1
@@ -776,27 +918,35 @@ class Duergar(Monster):
climb_speed = 0
hp_max = 26
hit_dice = "4d8"
spells = []
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.
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.
Innate Spellcasting.
The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.
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.
**Variant: Summon Mephits**: The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
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.
Variant: Summon Mephits.
The mephit has a 25 percent chance of summoning 1d4 mephits of its
kind. A summoned mephit appears in an unoccupied space within 60 feet
of its summoner, acts as an ally of its summoner, and can't summon
other mephits. It remains for 1 minute, until it or its summoner dies,
or until its summoner dismisses it as an action.
"""
name = "Dust Mephit"
description = "Small elemental, neutral evil"
challenge_rating = 0.5
@@ -816,3 +966,4 @@ class DustMephit(Monster):
climb_speed = 0
hp_max = 17
hit_dice = "5d6"
spells = []
+134 -107
View File
@@ -11,14 +11,12 @@ from dungeonsheets.stats import Ability
class Eagle(Monster):
"""
Keen Sight.
The eagle has advantage on Wisdom (Perception) checks that rely on sight.
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.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 +
2) slashing damage.
"""
name = "Eagle"
description = "Small beast, unaligned"
challenge_rating = 0
@@ -38,23 +36,23 @@ class Eagle(Monster):
climb_speed = 0
hp_max = 3
hit_dice = "1d6"
spells = []
class EarthElemental(Monster):
"""Earth Glide.
The elemental can burrow through nonmagical, unworked earth and
stone. While doing so, the elemental doesn't disturb the
material it moves through.
"""
Earth Glide.
The elemental can burrow through nonmagical, unworked earth and stone.
While doing so, the elemental doesn't disturb the material it moves
through.
Siege Monster.
The elemental deals double damage to objects and structures.
Multiattack.
The elemental makes two slam attacks.
Slam.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit:
14 (2d8 + 5) bludgeoning damage.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8
+ 5) bludgeoning damage.
"""
name = "Earth Elemental"
description = "Large elemental, neutral"
challenge_rating = 5
@@ -74,7 +72,7 @@ class EarthElemental(Monster):
climb_speed = 0
hp_max = 126
hit_dice = "12d10"
spells = []
# MTF
class EarthElementalMyrmidon(Monster):
@@ -97,7 +95,6 @@ class EarthElementalMyrmidon(Monster):
creators.
"""
name = "Earth Elemental Myrmidon"
description = "Medium elemental, neutral"
challenge_rating = 7
@@ -125,38 +122,65 @@ 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.
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:
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
1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire
**Variant: Genie Powers**: Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.
At will: detect magic
Disguises.
Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.
Wishes.
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.
3/day: enlarge/reduce, tongues
1/day each: conjure elemental (fire elemental only), gaseous form,
invisibility, major image, plane shift, wall of fire
Variant: Genie Powers.
Genies have a variety of magical capabilities, including spells. A few
have even greater powers that allow them to alter their appearance or
the nature of reality.
Disguises.
Some genies can veil themselves in illusion to pass as other similarly
shaped creatures. Such genies can innately cast the disguise self
spell at will, often with a longer duration than is normal for that
spell. Mightier genies can cast the true polymorph spell one to three
times per day, possibly with a longer duration than normal. Such
genies can change only their own shape, but a rare few can use the
spell on other creatures and objects as well.
Wishes.
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.
Scimitar.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.
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.
Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17
(5d6) fire damage.
"""
name = "Efreeti"
description = "Large elemental, lawful evil"
challenge_rating = 11
@@ -176,23 +200,24 @@ class Efreeti(Monster):
climb_speed = 0
hp_max = 200
hit_dice = "16d10"
spells = []
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.
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.
Gore.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
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.
Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit:
22 (3d10 + 6) bludgeoning damage.
"""
name = "Elephant"
description = "Huge beast, unaligned"
challenge_rating = 4
@@ -212,23 +237,23 @@ class Elephant(Monster):
climb_speed = 0
hp_max = 76
hit_dice = "8d12"
spells = []
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.
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.
Ram.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
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.
Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit:
8 (2d4 + 3) bludgeoning damage.
"""
name = "Elk"
description = "Large beast, unaligned"
challenge_rating = 0.25
@@ -248,33 +273,34 @@ class Elk(Monster):
climb_speed = 0
hp_max = 13
hit_dice = "2d10"
spells = []
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).
The erinyes's weapon attacks are magical and deal an extra 13 (3d8)
poison damage on a hit (included in the attacks).
Magic Resistance.
The erinyes has advantage on saving throws against spells and other magical effects.
The erinyes has advantage on saving throws against spells and other
magical effects.
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.
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.
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.
"""
name = "Erinyes"
description = "Medium fiend, lawful evil"
challenge_rating = 12
@@ -294,41 +320,45 @@ class Erinyes(Monster):
climb_speed = 0
hp_max = 153
hit_dice = "18d8"
spells = []
class Ettercap(Monster):
"""
Spider Climb.
The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
The ettercap can climb difficult surfaces, including upside down on
ceilings, without needing to make an ability check.
Web Sense.
While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.
While in contact with a web, the ettercap knows the exact location of
any other creature in contact with the same web.
Web Walker.
The ettercap ignores movement restrictions caused by webbing.
Multiattack.
The ettercap makes two attacks: one with its bite and one with its claws.
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.
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.
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.
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.
"""
name = "Ettercap"
description = "Medium monstrosity, neutral evil"
challenge_rating = 2
@@ -348,31 +378,27 @@ class Ettercap(Monster):
climb_speed = 30
hp_max = 44
hit_dice = "8d8"
spells = []
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.
The ettin has advantage on Wisdom (Perception) checks and on saving
throws against being blinded, charmed, deafened, frightened, stunned,
and knocked unconscious.
Wakeful.
When one of the ettin's heads is asleep, its other head is awake.
Multiattack.
The ettin makes two attacks: one with its battleaxe and one with its morningstar.
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.
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.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8
+ 5) piercing damage.
"""
name = "Ettin"
description = "Large giant, chaotic evil"
challenge_rating = 4
@@ -392,3 +418,4 @@ class Ettin(Monster):
climb_speed = 0
hp_max = 85
hit_dice = "10d10"
spells = []
+67 -71
View File
@@ -11,26 +11,28 @@ 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.
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.
Illumination.
The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft..
The elemental sheds bright light in a 30-foot radius and dim light in
an additional 30 ft..
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.
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.
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"
description = "Large elemental, neutral"
challenge_rating = 5
@@ -50,23 +52,20 @@ class FireElemental(Monster):
climb_speed = 0
hp_max = 102
hit_dice = "12d10"
spells = []
class FireGiant(Monster):
"""
Multiattack.
The giant makes two greatsword attacks.
Greatsword.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.
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.
Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit:
29 (4d10 + 7) bludgeoning damage.
"""
name = "Fire Giant"
description = "Huge giant, lawful evil"
challenge_rating = 9
@@ -86,44 +85,46 @@ class FireGiant(Monster):
climb_speed = 0
hp_max = 162
hit_dice = "13d12"
spells = []
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.
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.
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.
If the golem takes fire damage, it has disadvantage on attack rolls
and ability checks until the end of its next turn.
Immutable Form.
The golem is immune to any spell or effect that would alter its form.
Lightning Absorption.
Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Whenever the golem is subjected to lightning damage, it takes no
damage and instead regains a number of hit points equal to the
lightning damage dealt.
Magic Resistance.
The golem has advantage on saving throws against spells and other magical effects.
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.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8
+ 4) bludgeoning damage.
"""
name = "Flesh Golem"
description = "Medium construct, neutral"
challenge_rating = 5
@@ -143,19 +144,18 @@ class FleshGolem(Monster):
climb_speed = 0
hp_max = 93
hit_dice = "11d8"
spells = []
class FlyingSnake(Monster):
"""
Flyby.
The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.
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.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1
piercing damage plus 7 (3d4) poison damage.
"""
name = "Flying Snake"
description = "Tiny beast, unaligned"
challenge_rating = 0.125
@@ -175,23 +175,23 @@ class FlyingSnake(Monster):
climb_speed = 0
hp_max = 5
hit_dice = "2d4"
spells = []
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.
The sword is incapacitated while in the area of an antimagic field. If
targeted by dispel magic, the sword must succeed on a Constitution
saving throw against the caster's spell save DC or fall unconscious
for 1 minute.
False Appearance.
While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.
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.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 +
1) slashing damage.
"""
name = "Flying Sword"
description = "Small construct, unaligned"
challenge_rating = 0.25
@@ -211,19 +211,17 @@ class FlyingSword(Monster):
climb_speed = 0
hp_max = 17
hit_dice = "5d6"
spells = []
class Frog(Monster):
"""
Amphibious.
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.
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"
description = "Tiny beast, unaligned"
challenge_rating = 0
@@ -243,23 +241,20 @@ class Frog(Monster):
climb_speed = 0
hp_max = 1
hit_dice = "1d4"
spells = []
class FrostGiant(Monster):
"""
Multiattack.
The giant makes two greataxe attacks.
Greataxe.
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.
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.
Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28
(4d10 + 6) bludgeoning damage.
"""
name = "Frost Giant"
description = "Huge giant, neutral evil"
challenge_rating = 8
@@ -279,3 +274,4 @@ class FrostGiant(Monster):
climb_speed = 0
hp_max = 138
hit_dice = "12d12"
spells = []
File diff suppressed because it is too large Load Diff
+154 -148
View File
@@ -11,26 +11,23 @@ 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.
The veteran makes two longsword attacks. If it has a shortsword drawn,
it can also make a shortsword attack.
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.
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.
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.
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.
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"
description = "Medium humanoid, any alignment"
challenge_rating = 5
@@ -50,29 +47,39 @@ class HalfRedDragonVeteran(Monster):
climb_speed = 0
hp_max = 65
hit_dice = "10d8"
spells = []
class Harpy(Monster):
"""
Multiattack.
The harpy makes two attacks: one with its claws and one with its club.
Claws.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
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.
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.
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.
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.
"""
name = "Harpy"
description = "Medium monstrosity, chaotic evil"
challenge_rating = 1
@@ -92,19 +99,18 @@ class Harpy(Monster):
climb_speed = 0
hp_max = 38
hit_dice = "7d8"
spells = []
class Hawk(Monster):
"""
Keen Sight.
The hawk has advantage on Wisdom (Perception) checks that rely on sight.
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.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1
slashing damage.
"""
name = "Hawk"
description = "Tiny beast, unaligned"
challenge_rating = 0
@@ -124,27 +130,26 @@ class Hawk(Monster):
climb_speed = 0
hp_max = 1
hit_dice = "1d4"
spells = []
class HellHound(Monster):
"""
Keen Hearing and Smell.
The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
The hound has advantage on Wisdom (Perception) checks that rely on
hearing or smell.
Pack Tactics.
The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.
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.
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.
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"
description = "Medium fiend, lawful evil"
challenge_rating = 3
@@ -164,35 +169,39 @@ class HellHound(Monster):
climb_speed = 0
hp_max = 45
hit_dice = "7d8"
spells = []
class Hezrou(Monster):
"""
Magic Resistance.
The hezrou has advantage on saving throws against spells and other magical effects.
The hezrou has advantage on saving throws against spells and other
magical effects.
Stench.
Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.
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.
Multiattack.
The hezrou makes three attacks: one with its bite and two with its claws.
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.
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.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
A hezrou has a 30 percent chance of summoning 2d6 dretches or one
hezrou.
**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.
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.
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 = "Hezrou"
description = "Large fiend, chaotic evil"
challenge_rating = 8
@@ -212,23 +221,20 @@ class Hezrou(Monster):
climb_speed = 0
hp_max = 136
hit_dice = "13d10"
spells = []
class HillGiant(Monster):
"""
Multiattack.
The giant makes two greatclub attacks.
Greatclub.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
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.
Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21
(3d10 + 5) bludgeoning damage.
"""
name = "Hill Giant"
description = "Huge giant, chaotic evil"
challenge_rating = 5
@@ -248,27 +254,24 @@ class HillGiant(Monster):
climb_speed = 0
hp_max = 105
hit_dice = "10d12"
spells = []
class Hippogriff(Monster):
"""
Keen Sight.
The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.
The hippogriff has advantage on Wisdom (Perception) checks that rely
on sight.
Multiattack.
The hippogriff makes two attacks: one with its beak and one with its claws.
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.
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.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6
+ 3) slashing damage.
"""
name = "Hippogriff"
description = "Large monstrosity, unaligned"
challenge_rating = 1
@@ -288,24 +291,23 @@ class Hippogriff(Monster):
climb_speed = 0
hp_max = 19
hit_dice = "3d10"
spells = []
class Hobgoblin(Monster):
"""Martial Advantage.
Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to
a creature it hits with a weapon attack if that creature is
within 5 ft. of an ally of the hobgoblin that isn't
incapacitated.
Longsword.
*Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:*
5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if
used with two hands.
Longbow.
*Ranged Weapon Attack:* +3 to hit, range 150/600 ft., one
target. *Hit:* 5 (1d8+1) piercing damage.
"""
Martial Advantage.
Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a
creature it hits with a weapon attack if that creature is within 5 ft.
of an ally of the hobgoblin that isn't incapacitated.
Longsword.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 +
1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two
hands.
Longbow.
Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5
(1d8 + 1) piercing damage.
"""
name = "Hobgoblin"
description = "Medium humanoid, lawful evil"
challenge_rating = 0.5
@@ -325,19 +327,22 @@ class Hobgoblin(Monster):
climb_speed = 0
hp_max = 11
hit_dice = "2d8"
spells = []
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.
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.
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"
description = "Tiny construct, neutral"
challenge_rating = 0
@@ -357,33 +362,37 @@ class Homunculus(Monster):
climb_speed = 0
hp_max = 5
hit_dice = "2d4"
spells = []
class HornedDevil(Monster):
"""
**Devil's Sight**: Magical darkness doesn't impede the devil's darkvision.
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.
The devil has advantage on saving throws against spells and other
magical effects.
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 makes three melee attacks: two with its fork and one with
its tail. It can use Hurl Flame in place of any melee attack.
Fork.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
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.
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.
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"
description = "Large fiend, lawful evil"
challenge_rating = 11
@@ -403,23 +412,20 @@ class HornedDevil(Monster):
climb_speed = 0
hp_max = 178
hit_dice = "17d10"
spells = []
class HunterShark(Monster):
"""
Blood Frenzy.
The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
The shark has advantage on melee attack rolls against any creature
that doesn't have all its hit points.
Water Breathing.
The shark can breathe only underwater.
Bite.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8
+ 4) piercing damage.
"""
name = "Hunter Shark"
description = "Large beast, unaligned"
challenge_rating = 2
@@ -439,37 +445,36 @@ class HunterShark(Monster):
climb_speed = 0
hp_max = 45
hit_dice = "6d10"
spells = []
class Hydra(Monster):
"""
Hold Breath.
The hydra can hold its breath for 1 hour.
Multiple Heads.
The hydra has five heads. While it has more than one head, the hydra
has advantage on saving throws against being blinded, charmed,
deafened, frightened, stunned, and knocked unconscious.
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.
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.
For each head the hydra has beyond one, it gets an extra reaction that
can be used only for opportunity attacks.
Wakeful.
While the hydra sleeps, at least one of its heads is awake.
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.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10
(1d10 + 5) piercing damage.
"""
name = "Hydra"
description = "Huge monstrosity, unaligned"
challenge_rating = 8
@@ -489,19 +494,19 @@ class Hydra(Monster):
climb_speed = 0
hp_max = 172
hit_dice = "15d12"
spells = []
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.
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.
Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6)
piercing damage.
"""
name = "Hyena"
description = "Medium beast, unaligned"
challenge_rating = 0
@@ -521,3 +526,4 @@ class Hyena(Monster):
climb_speed = 0
hp_max = 5
hit_dice = "1d8"
spells = []
+102 -83
View File
@@ -10,35 +10,46 @@ from dungeonsheets.stats import Ability
class IceDevil(Monster):
"""
**Devil's Sight**: Magical darkness doesn't impede the devil's darkvision.
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.
The devil has advantage on saving throws against spells and other
magical effects.
Multiattack.
The devil makes three attacks: one with its bite, one with its claws, and one with its tail.
The devil makes three attacks: one with its bite, one with its claws,
and one with its tail.
Bite.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.
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.
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.
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.
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.
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.
"""
name = "Ice Devil"
description = "Large fiend, lawful evil"
challenge_rating = 14
@@ -58,31 +69,37 @@ class IceDevil(Monster):
climb_speed = 0
hp_max = 180
hit_dice = "19d10"
spells = []
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.
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.
False Appearance.
While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.
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.
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.
**Variant: Summon Mephits**: The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
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.
Variant: Summon Mephits.
The mephit has a 25 percent chance of summoning 1d4 mephits of its
kind. A summoned mephit appears in an unoccupied space within 60 feet
of its summoner, acts as an ally of its summoner, and can't summon
other mephits. It remains for 1 minute, until it or its summoner dies,
or until its summoner dismisses it as an action.
"""
name = "Ice Mephit"
description = "Small elemental, neutral evil"
challenge_rating = 0.5
@@ -102,29 +119,41 @@ class IceMephit(Monster):
climb_speed = 0
hp_max = 21
hit_dice = "6d6"
spells = []
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.
**Devil's Sight**: Magical darkness doesn't impede the imp's darkvision.
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.
**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.
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.
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"
description = "Tiny fiend, lawful evil"
challenge_rating = 1
@@ -144,27 +173,24 @@ class Imp(Monster):
climb_speed = 0
hp_max = 10
hit_dice = "3d4"
spells = []
class InvisibleStalker(Monster):
"""
Invisibility.
The stalker is invisible.
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 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.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6
+ 3) bludgeoning damage.
"""
name = "Invisible Stalker"
description = "Medium elemental, neutral"
challenge_rating = 6
@@ -184,43 +210,35 @@ class InvisibleStalker(Monster):
climb_speed = 0
hp_max = 104
hit_dice = "16d8"
spells = []
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.
Whenever the golem is subjected to fire damage, it takes no damage and
instead regains a number of hit points equal to the fire damage dealt.
Immutable Form.
The golem is immune to any spell or effect that would alter its form.
Magic Resistance.
The golem has advantage on saving throws against spells and other magical effects.
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 melee attacks.
Slam.
Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
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.
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.
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"
description = "Large construct, unaligned"
challenge_rating = 16
@@ -240,3 +258,4 @@ class IronGolem(Monster):
climb_speed = 0
hp_max = 210
hit_dice = "20d10"
spells = []
+8 -9
View File
@@ -11,18 +11,16 @@ 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.
The jackal has advantage on Wisdom (Perception) checks that rely on
hearing or smell.
Pack Tactics.
The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 ft. of the creature and the ally isn't incapacitated.
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.
Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 -
1) piercing damage.
"""
name = "Jackal"
description = "Small beast, unaligned"
challenge_rating = 0
@@ -42,3 +40,4 @@ class Jackal(Monster):
climb_speed = 0
hp_max = 3
hit_dice = "1d6"
spells = []
+60 -61
View File
@@ -11,22 +11,16 @@ from dungeonsheets.stats import Ability
class KillerWhale(Monster):
"""
Echolocation.
The whale can't use its blindsight while deafened.
Hold Breath.
The whale can hold its breath for 30 minutes
Keen Hearing.
The whale has advantage on Wisdom (Perception) checks that rely on hearing.
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.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6
+ 4) piercing damage.
"""
name = "Killer Whale"
description = "Huge beast, unaligned"
challenge_rating = 3
@@ -46,31 +40,29 @@ class KillerWhale(Monster):
climb_speed = 0
hp_max = 90
hit_dice = "12d12"
spells = []
class Knight(Monster):
"""
Brave.
The knight has advantage on saving throws against being frightened.
Multiattack.
The knight makes two melee attacks.
Greatsword.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
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.
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.
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"
description = "Medium humanoid, any alignment"
challenge_rating = 3
@@ -90,27 +82,25 @@ class Knight(Monster):
climb_speed = 0
hp_max = 52
hit_dice = "8d8"
spells = []
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.
While in sunlight, the kobold has disadvantage on attack rolls, as
well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics.
The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 ft. of the creature and the ally isn't incapacitated.
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.
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.
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4
(1d4 + 2) bludgeoning damage.
"""
name = "Kobold"
description = "Small humanoid, lawful evil"
challenge_rating = 0.125
@@ -130,53 +120,61 @@ class Kobold(Monster):
climb_speed = 0
hp_max = 5
hit_dice = "2d6"
spells = []
class Kraken(Monster):
"""
Amphibious.
The kraken can breathe air and water.
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 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.
Siege Monster.
The kraken deals double damage to objects and structures.
Multiattack.
The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.
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.
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.
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.
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.
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"
description = "Gargantuan monstrosity, chaotic evil"
challenge_rating = 23
armor_class = 18
skills = ""
senses = "Truesight 120 ft., Passive Perception 14"
languages = (
"understands Abyssal, Celestial, Infernal, and Primordial but can't speak,"
" telepathy 120 ft."
)
languages = "understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft."
strength = Ability(30)
dexterity = Ability(11)
constitution = Ability(25)
@@ -189,3 +187,4 @@ class Kraken(Monster):
climb_speed = 0
hp_max = 472
hit_dice = "27d20"
spells = []
+89 -82
View File
@@ -11,26 +11,26 @@ 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
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
Multiattack.
The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.
The lamia makes two attacks: one with its claws and one with its
dagger or Intoxicating Touch.
Claws.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.
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.
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.
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"
description = "Large monstrosity, chaotic evil"
challenge_rating = 4
@@ -50,21 +50,22 @@ class Lamia(Monster):
climb_speed = 0
hp_max = 97
hit_dice = "13d10"
spells = []
class Lemure(Monster):
"""
**Devil's Sight**: Magical darkness doesn't impede the lemure's darkvision.
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.
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.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4)
bludgeoning damage.
"""
name = "Lemure"
description = "Medium fiend, lawful evil"
challenge_rating = 0
@@ -84,42 +85,56 @@ class Lemure(Monster):
climb_speed = 0
hp_max = 13
hit_dice = "3d8"
spells = []
class Lich(Monster):
"""
Legendary Resistance.
If the lich fails a saving throw, it can choose to succeed instead.
Rejuvenation.
If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
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:
The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:
- Cantrips (at will): mage hand, prestidigitation, ray of frost
- 1st level (4 slots): detect magic, magic missile, shield, thunderwave
- 2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image
- 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
- 4th level (3 slots): blight, dimension door
- 5th level (3 slots): cloudkill, scrying
- 6th level (1 slot): disintegrate, globe of invulnerability
- 7th level (1 slot): finger of death, plane shift
- 8th level (1 slot): dominate monster, power word stun
- 9th level (1 slot): power word kill
- Cantrips (at will): mage hand, prestidigitation, ray of frost
- 1st level (4 slots): detect magic, magic missile, shield,
thunderwave
- 2nd level (3 slots): acid arrow, detect thoughts, invisibility,
mirror image
- 3rd level (3 slots): animate dead, counterspell, dispel magic,
fireball
- 4th level (3 slots): blight, dimension door
- 5th level (3 slots): cloudkill, scrying
- 6th level (1 slot): disintegrate, globe of invulnerability
- 7th level (1 slot): finger of death, plane shift
- 8th level (1 slot): dominate monster, power word stun
- 9th level (1 slot): power word kill
Turn Resistance.
The lich has advantage on saving throws against any effect that turns undead.
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.
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"
description = "Medium undead, any evil alignment"
challenge_rating = 21
@@ -139,35 +154,32 @@ class Lich(Monster):
climb_speed = 0
hp_max = 135
hit_dice = "18d8"
spells = ["mage hand", "prestidigitation", "ray of frost", "detect magic", "magic missile", "shield", "thunderwave", "acid arrow", "detect thoughts", "invisibility", "mirror image", "animate dead", "counterspell", "dispel magic", "fireball", "blight", "dimension door", "cloudkill", "scrying", "disintegrate", "globe of invulnerability", "finger of death", "plane shift", "dominate monster", "power word stun", "power word kill"]
class Lion(Monster):
"""
Keen Smell.
The lion has advantage on Wisdom (Perception) checks that rely on smell.
The lion has advantage on Wisdom (Perception) checks that rely on
smell.
Pack Tactics.
The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated.
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.
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.
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.
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.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +
3) slashing damage.
"""
name = "Lion"
description = "Large beast, unaligned"
challenge_rating = 1
@@ -187,15 +199,15 @@ class Lion(Monster):
climb_speed = 0
hp_max = 26
hit_dice = "4d10"
spells = []
class Lizard(Monster):
"""
Bite.
Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1
piercing damage.
"""
name = "Lizard"
description = "Tiny beast, unaligned"
challenge_rating = 0
@@ -215,35 +227,29 @@ class Lizard(Monster):
climb_speed = 20
hp_max = 2
hit_dice = "1d4"
spells = []
class Lizardfolk(Monster):
"""
Hold Breath.
The lizardfolk can hold its breath for 15 minutes.
Multiattack.
The lizardfolk makes two melee attacks, each one with a different weapon.
The lizardfolk makes two melee attacks, each one with a different
weapon.
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
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.
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.
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.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 +
2) piercing damage.
"""
name = "Lizardfolk"
description = "Medium humanoid, neutral"
challenge_rating = 0.5
@@ -263,3 +269,4 @@ class Lizardfolk(Monster):
climb_speed = 0
hp_max = 22
hit_dice = "4d8"
spells = []
+249 -199
View File
@@ -11,21 +11,27 @@ 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:
The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:
- Cantrips (at will): fire bolt, light, mage hand, prestidigitation
- 1st level (4 slots): detect magic, mage armor, magic missile, shield
- 2nd level (3 slots): misty step, suggestion
- 3rd level (3 slots): counterspell, fireball, fly
- 4th level (3 slots): greater invisibility, ice storm
- 5th level (1 slot): cone of cold
- Cantrips (at will): fire bolt, light, mage hand, prestidigitation
- 1st level (4 slots): detect magic, mage armor, magic missile, shield
- 2nd level (3 slots): misty step, suggestion
- 3rd level (3 slots): counterspell, fireball, fly
- 4th level (3 slots): greater invisibility, ice storm
- 5th level (1 slot): cone of cold
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.
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"
description = "Medium humanoid, any alignment"
challenge_rating = 6
@@ -45,31 +51,36 @@ class Mage(Monster):
climb_speed = 0
hp_max = 40
hit_dice = "9d8"
spells = ["fire bolt", "light", "mage hand", "prestidigitation", "detect magic", "mage armor", "magic missile", "shield", "misty step", "suggestion", "counterspell", "fireball", "fly", "greater invisibility", "ice storm", "cone of cold"]
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.
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.
False Appearance.
While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.
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.
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.
**Variant: Summon Mephits**: The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
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.
Variant: Summon Mephits.
The mephit has a 25 percent chance of summoning 1d4 mephits of its
kind. A summoned mephit appears in an unoccupied space within 60 feet
of its summoner, acts as an ally of its summoner, and can't summon
other mephits. It remains for 1 minute, until it or its summoner dies,
or until its summoner dismisses it as an action.
"""
name = "Magma Mephit"
description = "Small elemental, neutral evil"
challenge_rating = 0.5
@@ -89,23 +100,27 @@ class MagmaMephit(Monster):
climb_speed = 0
hp_max = 22
hit_dice = "5d6"
spells = []
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.
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.
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.
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.
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"
description = "Small elemental, chaotic neutral"
challenge_rating = 0.5
@@ -125,23 +140,24 @@ class Magmin(Monster):
climb_speed = 0
hp_max = 9
hit_dice = "2d6"
spells = []
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.
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.
Gore.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.
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.
Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit:
29 (4d10 + 7) bludgeoning damage.
"""
name = "Mammoth"
description = "Huge beast, unaligned"
challenge_rating = 6
@@ -161,31 +177,27 @@ class Mammoth(Monster):
climb_speed = 0
hp_max = 126
hit_dice = "11d12"
spells = []
class Manticore(Monster):
"""
Tail Spike Regrowth.
The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.
The manticore has twenty-four tail spikes. Used spikes regrow when the
manticore finishes a long rest.
Multiattack.
The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.
The manticore makes three attacks: one with its bite and two with its
claws or three with its tail spikes.
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
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.
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.
Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7
(1d8 + 3) piercing damage.
"""
name = "Manticore"
description = "Large monstrosity, lawful evil"
challenge_rating = 3
@@ -205,43 +217,44 @@ class Manticore(Monster):
climb_speed = 0
hp_max = 68
hit_dice = "8d10"
spells = []
class Marilith(Monster):
"""
Magic Resistance.
The marilith has advantage on saving throws against spells and other magical effects.
The marilith has advantage on saving throws against spells and other
magical effects.
Magic Weapons.
The marilith's weapon attacks are magical.
Reactive.
The marilith can take one reaction on every turn in combat.
Multiattack.
The marilith can make seven attacks: six with its longswords and one with its tail.
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.
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.
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.
The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4
hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.
**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.
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.
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 = "Marilith"
description = "Large fiend, chaotic evil"
challenge_rating = 16
@@ -261,19 +274,19 @@ class Marilith(Monster):
climb_speed = 0
hp_max = 189
hit_dice = "18d10"
spells = []
class Mastiff(Monster):
"""
Keen Hearing and Smell.
The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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.
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"
description = "Medium beast, unaligned"
challenge_rating = 0.125
@@ -293,33 +306,45 @@ class Mastiff(Monster):
climb_speed = 0
hp_max = 5
hit_dice = "1d8"
spells = []
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.
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.
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.
The medusa makes either three melee attacks--one with its snake hair
and two with its shortsword--or two ranged attacks with its longbow.
Snake Hair.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.
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.
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.
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"
description = "Medium monstrosity, lawful evil"
challenge_rating = 6
@@ -339,19 +364,18 @@ class Medusa(Monster):
climb_speed = 0
hp_max = 127
hit_dice = "17d8"
spells = []
class Merfolk(Monster):
"""
Amphibious.
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.
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"
description = "Medium humanoid, neutral"
challenge_rating = 0.125
@@ -371,31 +395,28 @@ class Merfolk(Monster):
climb_speed = 0
hp_max = 11
hit_dice = "2d8"
spells = []
class Merrow(Monster):
"""
Amphibious.
The merrow can breathe air and water.
Multiattack.
The merrow makes two attacks: one with its bite and one with its claws or harpoon.
The merrow makes two attacks: one with its bite and one with its claws
or harpoon.
Bite.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
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.
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.
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"
description = "Large monstrosity, chaotic evil"
challenge_rating = 2
@@ -415,31 +436,34 @@ class Merrow(Monster):
climb_speed = 0
hp_max = 45
hit_dice = "6d10"
spells = []
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.
**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.
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.
The mimic has advantage on attack rolls against any creature grappled
by it.
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.
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.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 +
3) piercing damage plus 4 (1d8) acid damage.
"""
name = "Mimic"
description = "Medium monstrosity, neutral"
challenge_rating = 2
@@ -459,31 +483,30 @@ class Mimic(Monster):
climb_speed = 0
hp_max = 58
hit_dice = "9d8"
spells = []
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.
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.
Labyrinthine Recall.
The minotaur can perfectly recall any path it has traveled.
Reckless.
At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
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.
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.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8
+ 4) piercing damage.
"""
name = "Minotaur"
description = "Large monstrosity, chaotic evil"
challenge_rating = 3
@@ -503,23 +526,24 @@ class Minotaur(Monster):
climb_speed = 0
hp_max = 76
hit_dice = "9d10"
spells = []
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.
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.
Greataxe.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
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.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8
+ 4) piercing damage.
"""
name = "Minotaur Skeleton"
description = "Large undead, lawful evil"
challenge_rating = 2
@@ -539,21 +563,21 @@ class MinotaurSkeleton(Monster):
climb_speed = 0
hp_max = 67
hit_dice = "9d10"
spells = []
class Mule(Monster):
"""
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.
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.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 +
2) bludgeoning damage.
"""
name = "Mule"
description = "Medium beast, unaligned"
challenge_rating = 0.125
@@ -573,23 +597,32 @@ class Mule(Monster):
climb_speed = 0
hp_max = 11
hit_dice = "2d8"
spells = []
class Mummy(Monster):
"""
Multiattack.
The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
The mummy can use its Dreadful Glare and makes one attack with its
rotting fist.
Rotting Fist.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
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.
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"
description = "Medium undead, lawful evil"
challenge_rating = 3
@@ -609,43 +642,59 @@ class Mummy(Monster):
climb_speed = 0
hp_max = 58
hit_dice = "9d8"
spells = []
class MummyLord(Monster):
"""
Magic Resistance.
The mummy lord has advantage on saving throws against spells and other magical effects.
The mummy lord has advantage on saving throws against spells and other
magical effects.
Rejuvenation.
A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.
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:
The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:
- Cantrips (at will): sacred flame, thaumaturgy
- 1st level (4 slots): command, guiding bolt, shield of faith
- 2nd level (3 slots): hold person, silence, spiritual weapon
- 3rd level (3 slots): animate dead, dispel magic
- 4th level (3 slots): divination, guardian of faith
- 5th level (2 slots): contagion, insect plague
- 6th level (1 slot): harm
- Cantrips (at will): sacred flame, thaumaturgy
- 1st level (4 slots): command, guiding bolt, shield of faith
- 2nd level (3 slots): hold person, silence, spiritual weapon
- 3rd level (3 slots): animate dead, dispel magic
- 4th level (3 slots): divination, guardian of faith
- 5th level (2 slots): contagion, insect plague
- 6th level (1 slot): harm
Multiattack.
The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
The mummy can use its Dreadful Glare and makes one attack with its
rotting fist.
Rotting Fist.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
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.
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"
description = "Medium undead, lawful evil"
challenge_rating = 15
@@ -665,3 +714,4 @@ class MummyLord(Monster):
climb_speed = 0
hp_max = 97
hit_dice = "13d8"
spells = ["sacred flame", "thaumaturgy", "command", "guiding bolt", "shield of faith", "hold person", "silence", "spiritual weapon", "animate dead", "dispel magic", "divination", "guardian of faith", "contagion", "insect plague", "harm"]
+120 -54
View File
@@ -11,34 +11,39 @@ from dungeonsheets.stats import Ability
class Nalfeshnee(Monster):
"""
Magic Resistance.
The nalfeshnee has advantage on saving throws against spells and other magical effects.
The nalfeshnee has advantage on saving throws against spells and other
magical effects.
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 uses Horror Nimbus if it can. It then makes three
attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.
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.
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.
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.
The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3
hezrous, 1d2 glabrezus, or one nalfeshnee.
**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.
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.
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 = "Nalfeshnee"
description = "Large fiend, chaotic evil"
challenge_rating = 13
@@ -58,42 +63,63 @@ class Nalfeshnee(Monster):
climb_speed = 0
hp_max = 184
hit_dice = "16d10"
spells = []
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:
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
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.
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.
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.
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.
The hag magically polymorphs into a Small or Medium female humanoid,
or back into her true form. Her statistics are the same in each form.
Any equipment she is wearing or carrying isn't transformed. She
reverts to her true form if she dies.
Etherealness.
The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.
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.
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"
description = "Medium fiend, neutral evil"
challenge_rating = 5
@@ -113,27 +139,24 @@ class NightHag(Monster):
climb_speed = 0
hp_max = 112
hit_dice = "15d8"
spells = []
class Nightmare(Monster):
"""
Confer Fire Resistance.
The nightmare can grant resistance to fire damage to anyone riding it.
Illumination.
The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
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.
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.
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"
description = "Large fiend, neutral evil"
challenge_rating = 3
@@ -153,15 +176,15 @@ class Nightmare(Monster):
climb_speed = 0
hp_max = 68
hit_dice = "8d10"
spells = []
class Noble(Monster):
"""
Rapier.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 +
1) piercing damage.
"""
name = "Noble"
description = "Medium humanoid, any alignment"
challenge_rating = 0.125
@@ -181,3 +204,46 @@ class Noble(Monster):
climb_speed = 0
hp_max = 9
hit_dice = "2d8"
spells = []
class Nothic(Monster):
"""Keen Sight
The nothic has advantage on Wisdom (Perception) checks that rely
on sight.
Multiattack
The nothic makes two claw attacks.
Claw
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6
(1d6 + 3) slashing damage.
Rotting Gaze
The nothic targets one creature it can see within 30 feet of
it. The target must succeed on a DC 12 Constitution saving throw
against this magic or take 10 (3d6) necrotic damage.
Weird Insight
The nothic targets one creature it can see within 30 feet of
it. The target must contest its Charisma (Deception) check
against the nothics Wisdom (Insight) check. If the nothic wins,
it magically learns one fact or secret about the target. The
target automatically wins if it is immune to being charmed.
"""
name = "Nothic"
description = "Medium aberration, neutral evil"
challenge_rating = 2.0
armor_class = 15
skills = "Arcana +3, Insight +4, Perception +2, Stealth +5"
senses = "Truesight 120ft., Passive Perception 12"
languages = "Undercommon"
strength = Ability(14)
dexterity = Ability(16)
constitution = Ability(16)
intelligence = Ability(13)
wisdom = Ability(10)
charisma = Ability(8)
speed = 30
swim_speed = 0
fly_speed = 0
climb_speed = 0
hp_max = 45
hit_dice = "6d8+18"
spells = []
+99 -97
View File
@@ -11,18 +11,15 @@ from dungeonsheets.stats import Ability
class OchreJelly(Monster):
"""
Amorphous.
The jelly can move through a space as narrow as 1 inch wide without squeezing.
The jelly can move through a space as narrow as 1 inch wide without
squeezing.
Spider Climb.
The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
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.
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"
description = "Large ooze, unaligned"
challenge_rating = 2
@@ -42,31 +39,29 @@ class OchreJelly(Monster):
climb_speed = 10
hp_max = 45
hit_dice = "6d10"
spells = []
class Octopus(Monster):
"""
Hold Breath.
While out of water, the octopus can hold its breath for 30 minutes.
Underwater Camouflage.
The octopus has advantage on Dexterity (Stealth) checks made while underwater.
The octopus has advantage on Dexterity (Stealth) checks made while
underwater.
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.
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.
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"
description = "Small beast, unaligned"
challenge_rating = 0
@@ -86,19 +81,18 @@ class Octopus(Monster):
climb_speed = 0
hp_max = 3
hit_dice = "1d6"
spells = []
class Ogre(Monster):
"""
Greatclub.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning 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.
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"
description = "Large giant, chaotic evil"
challenge_rating = 2
@@ -118,19 +112,20 @@ class Ogre(Monster):
climb_speed = 0
hp_max = 59
hit_dice = "7d10"
spells = []
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.
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.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8
+ 4) bludgeoning damage.
"""
name = "Ogre Zombie"
description = "Large undead, neutral evil"
challenge_rating = 2
@@ -150,40 +145,43 @@ class OgreZombie(Monster):
climb_speed = 0
hp_max = 85
hit_dice = "9d10"
spells = []
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:
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
At will: darkness, invisibility
1/day each: charm person, cone of cold, gaseous form, sleep
Magic Weapons.
The oni's weapon attacks are magical.
Regeneration.
The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.
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.
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.
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.
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"
description = "Large giant, lawful evil"
challenge_rating = 7
@@ -203,23 +201,21 @@ class Oni(Monster):
climb_speed = 0
hp_max = 110
hit_dice = "13d10"
spells = []
class Orc(Monster):
"""
Aggressive.
As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
As a bonus action, the orc can move up to its speed toward a hostile
creature that it can see.
Greataxe.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
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.
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"
description = "Medium humanoid, chaotic evil"
challenge_rating = 0.5
@@ -239,31 +235,41 @@ class Orc(Monster):
climb_speed = 0
hp_max = 15
hit_dice = "2d8"
spells = []
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.
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.
Multiattack.
The otyugh makes three attacks: one with its bite and two with its tentacles.
The otyugh makes three attacks: one with its bite and two with its
tentacles.
Bite.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.
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.
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.
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"
description = "Large aberration, neutral"
challenge_rating = 5
@@ -283,23 +289,21 @@ class Otyugh(Monster):
climb_speed = 0
hp_max = 114
hit_dice = "12d10"
spells = []
class Owl(Monster):
"""
Flyby.
The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
The owl doesn't provoke opportunity attacks when it flies out of an
enemy's reach.
Keen Hearing and Sight.
The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
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.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1
slashing damage.
"""
name = "Owl"
description = "Tiny beast, unaligned"
challenge_rating = 0
@@ -319,27 +323,24 @@ class Owl(Monster):
climb_speed = 0
hp_max = 1
hit_dice = "1d4"
spells = []
class Owlbear(Monster):
"""
Keen Sight and Smell.
The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.
The owlbear has advantage on Wisdom (Perception) checks that rely on
sight or smell.
Multiattack.
The owlbear makes two attacks: one with its beak and one with its claws.
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.
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.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8
+ 5) slashing damage.
"""
name = "Owlbear"
description = "Large monstrosity, unaligned"
challenge_rating = 3
@@ -359,3 +360,4 @@ class Owlbear(Monster):
climb_speed = 0
hp_max = 59
hit_dice = "7d10"
spells = []
+159 -142
View File
@@ -11,22 +11,21 @@ from dungeonsheets.stats import Ability
class Panther(Monster):
"""
Keen Smell.
The panther has advantage on Wisdom (Perception) checks that rely on smell.
The panther has advantage on Wisdom (Perception) checks that rely on
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.
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.
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.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 +
2) slashing damage.
"""
name = "Panther"
description = "Medium beast, unaligned"
challenge_rating = 0.25
@@ -46,15 +45,15 @@ class Panther(Monster):
climb_speed = 40
hp_max = 13
hit_dice = "3d8"
spells = []
class Pegasus(Monster):
"""
Hooves.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6
+ 4) bludgeoning damage.
"""
name = "Pegasus"
description = "Large celestial, chaotic good"
challenge_rating = 2
@@ -74,27 +73,28 @@ class Pegasus(Monster):
climb_speed = 0
hp_max = 59
hit_dice = "7d10"
spells = []
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.
As a bonus action, the spider can magically shift from the Material
Plane to the Ethereal Plane, or vice versa.
Spider Climb.
The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
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.
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"
description = "Large monstrosity, unaligned"
challenge_rating = 3
@@ -114,49 +114,52 @@ class PhaseSpider(Monster):
climb_speed = 30
hp_max = 32
hit_dice = "5d10"
spells = []
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.
Any creature hostile to the pit fiend that starts its turn within 20
feet of the pit fiend must make a DC 21 Wisdom saving throw, unless
the pit fiend is incapacitated. On a failed save, the creature is
frightened until the start of its next turn. If a creature's saving
throw is successful, the creature is immune to the pit fiend's Fear
Aura for the next 24 hours.
Magic Resistance.
The pit fiend has advantage on saving throws against spells and other magical effects.
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:
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
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.
The pit fiend makes four attacks: one with its bite, one with its
claw, one with its mace, and one with its tail.
Bite.
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6
+ 8) piercing damage. The target must succeed on a DC 21 Constitution
saving throw or become poisoned. While poisoned in this way, the
target can't regain hit points, and it takes 21 (6d6) poison damage at
the start of each of its turns. The poisoned target can repeat the
saving throw at the end of each of its turns, ending the effect on
itself on a success.
Claw.
Melee Weapon Attack: +14 to hit, reach 10 ft. , one target. Hit: 17 (2d8 + 8) slashing damage.
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.
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.
Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 24
(3d1O + 8) bludgeoning damage.
"""
name = "Pit Fiend"
description = "Large fiend, lawful evil"
challenge_rating = 20
@@ -176,42 +179,41 @@ class PitFiend(Monster):
climb_speed = 0
hp_max = 300
hit_dice = "24d10"
spells = []
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).
The planetar's weapon attacks are magical. When the planetar hits with
any weapon, the weapon deals an extra 5d8 radiant damage (included in
the attack).
Divine Awareness.
The planetar knows if it hears a lie.
Innate Spellcasting.
The planetar's spellcasting ability is Charisma (spell save DC 20).
The planetar can innately cast the following spells, requiring no
material components:
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
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.
The planetar has advantage on saving throws against spells and other
magical effects.
Multiattack.
The planetar makes two melee attacks.
Greatsword.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.
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.
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"
description = "Large celestial, lawful good"
challenge_rating = 16
@@ -231,19 +233,17 @@ class Planetar(Monster):
climb_speed = 0
hp_max = 200
hit_dice = "16d10"
spells = []
class Plesiosaurus(Monster):
"""
Hold Breath.
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.
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6
+ 4) piercing damage.
"""
name = "Plesiosaurus"
description = "Large beast, unaligned"
challenge_rating = 2
@@ -263,15 +263,17 @@ class Plesiosaurus(Monster):
climb_speed = 0
hp_max = 68
hit_dice = "8d10"
spells = []
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.
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"
description = "Tiny beast, unaligned"
challenge_rating = 0.125
@@ -291,27 +293,23 @@ class PoisonousSnake(Monster):
climb_speed = 0
hp_max = 2
hit_dice = "1d4"
spells = []
class PolarBear(Monster):
"""
Keen Smell.
The bear has advantage on Wisdom (Perception) checks that rely on smell.
The bear has advantage on Wisdom (Perception) checks that rely on
smell.
Multiattack.
The bear makes two attacks: one with its bite and one with its claws.
Bite.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
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.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6
+ 5) slashing damage.
"""
name = "Polar Bear"
description = "Large beast, unaligned"
challenge_rating = 2
@@ -331,15 +329,15 @@ class PolarBear(Monster):
climb_speed = 0
hp_max = 42
hit_dice = "5d10"
spells = []
class Pony(Monster):
"""
Hooves.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 +
2) bludgeoning damage.
"""
name = "Pony"
description = "Medium beast, unaligned"
challenge_rating = 0.125
@@ -359,30 +357,34 @@ class Pony(Monster):
climb_speed = 0
hp_max = 11
hit_dice = "2d8"
spells = []
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.
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:
"""
Divine Eminence.
As a bonus action, the priest can expend a spell slot to cause its
melee weapon attacks to magically deal an extra 10 (3d6) radiant
damage to a target on a hit. This benefit lasts until the end of the
turn. If the priest expends a spell slot of 2nd level or higher, the
extra damage increases by 1d6 for each level above 1st.
Spellcasting.
The priest is a 5th-level spellcaster. Its spellcasting ability is
Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest
has the following cleric spells prepared:
- Cantrips (at will): light, sacred flame, thaumaturgy
- 1st level (4 slots): cure wounds, guiding bolt, sanctuary
- 2nd level (3 slots): lesser restoration, spiritual weapon
- 3rd level (2 slots): dispel magic, spirit guardians
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"
description = "Medium humanoid, any alignment"
@@ -403,36 +405,41 @@ class Priest(Monster):
climb_speed = 0
hp_max = 27
hit_dice = "5d8"
spells = ["light", "sacred_flame", "thaumaturgy", "cure wounds",
"guiding bolt", "sanctuary", "lesser_restoration",
"spiritual weapon", "dispel magic", "spirit guardians"]
spells = ["light", "sacred flame", "thaumaturgy", "cure wounds", "guiding bolt", "sanctuary", "lesser restoration", "spiritual weapon", "dispel magic", "spirit guardians"]
class Pseudodragon(Monster):
"""
Keen Senses.
The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
The pseudodragon has advantage on Wisdom (Perception) checks that rely
on sight, hearing, or smell.
Magic Resistance.
The pseudodragon has advantage on saving throws against spells and other magical effects.
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.
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.
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.
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"
description = "Tiny dragon, neutral good"
challenge_rating = 0.25
@@ -452,28 +459,37 @@ class Pseudodragon(Monster):
climb_speed = 0
hp_max = 7
hit_dice = "2d4"
spells = []
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.
The worm can burrow through solid rock at half its burrow speed and
leaves a 10-foot-diameter tunnel in its wake.
Multiattack.
The worm makes two attacks: one with its bite and one with its stinger.
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.
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.
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.
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"
description = "Gargantuan monstrosity, unaligned"
challenge_rating = 15
@@ -493,3 +509,4 @@ class PurpleWorm(Monster):
climb_speed = 0
hp_max = 247
hit_dice = "15d20"
spells = []
+36 -26
View File
@@ -6,31 +6,43 @@ This file was autogenerated by https://github.com/stravajiaxen/5e-srd-to-py
from dungeonsheets.monsters.monsters import Monster
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.
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.
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.
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.
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"
description = "Tiny fiend, chaotic evil"
challenge_rating = 1
@@ -50,23 +62,20 @@ class Quasit(Monster):
climb_speed = 0
hp_max = 7
hit_dice = "3d4"
spells = []
class Quipper(Monster):
"""
Blood Frenzy.
The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
The quipper has advantage on melee attack rolls against any creature
that doesn't have all its hit points.
Water Breathing.
The quipper can breathe only underwater.
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1
piercing damage.
"""
name = "Quipper"
description = "Tiny beast, unaligned"
challenge_rating = 0
@@ -86,3 +95,4 @@ class Quipper(Monster):
climb_speed = 0
hp_max = 1
hit_dice = "1d4"
spells = []
+141 -112
View File
@@ -11,26 +11,33 @@ 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.
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:
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
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
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.
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"
description = "Medium fiend, lawful evil"
challenge_rating = 13
@@ -50,19 +57,18 @@ class Rakshasa(Monster):
climb_speed = 0
hp_max = 110
hit_dice = "13d8"
spells = []
class Rat(Monster):
"""
Keen Smell.
The rat has advantage on Wisdom (Perception) checks that rely on smell.
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.
Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1
piercing damage.
"""
name = "Rat"
description = "Tiny beast, unaligned"
challenge_rating = 0
@@ -82,19 +88,20 @@ class Rat(Monster):
climb_speed = 0
hp_max = 1
hit_dice = "1d4"
spells = []
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.
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.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1
piercing damage.
"""
name = "Raven"
description = "Tiny beast, unaligned"
challenge_rating = 0
@@ -114,19 +121,19 @@ class Raven(Monster):
climb_speed = 0
hp_max = 1
hit_dice = "1d4"
spells = []
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.
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.
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"
description = "Medium dragon, chaotic evil"
challenge_rating = 4
@@ -146,23 +153,21 @@ class RedDragonWyrmling(Monster):
climb_speed = 30
hp_max = 75
hit_dice = "10d8"
spells = []
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.
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.
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.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 +
2) piercing damage.
"""
name = "Reef Shark"
description = "Medium beast, unaligned"
challenge_rating = 0.5
@@ -182,24 +187,35 @@ class ReefShark(Monster):
climb_speed = 0
hp_max = 22
hit_dice = "4d8"
spells = []
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.
A creature that touches the remorhaz or hits it with a melee attack
while within 5 feet of it takes 10 (3d6) fire damage.
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.
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.
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.
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.
"""
name = "Remorhaz"
description = "Huge monstrosity, unaligned"
challenge_rating = 11
@@ -219,19 +235,20 @@ class Remorhaz(Monster):
climb_speed = 0
hp_max = 195
hit_dice = "17d12"
spells = []
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.
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.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8
+ 5) bludgeoning damage.
"""
name = "Rhinoceros"
description = "Large beast, unaligned"
challenge_rating = 2
@@ -251,15 +268,15 @@ class Rhinoceros(Monster):
climb_speed = 0
hp_max = 45
hit_dice = "6d10"
spells = []
class RidingHorse(Monster):
"""
Hooves.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 +
3) bludgeoning damage.
"""
name = "Riding Horse"
description = "Large beast, unaligned"
challenge_rating = 0.25
@@ -279,27 +296,25 @@ class RidingHorse(Monster):
climb_speed = 0
hp_max = 13
hit_dice = "2d10"
spells = []
class Roc(Monster):
"""
Keen Sight.
The roc has advantage on Wisdom (Perception) checks that rely on sight.
The roc has advantage on Wisdom (Perception) checks that rely on
sight.
Multiattack.
The roc makes two attacks: one with its beak and one with its talons.
Beak.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.
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.
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"
description = "Gargantuan monstrosity, unaligned"
challenge_rating = 11
@@ -319,39 +334,40 @@ class Roc(Monster):
climb_speed = 0
hp_max = 248
hit_dice = "16d20"
spells = []
class Roper(Monster):
"""
False Appearance.
While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
While the roper remains motionless, it is indistinguishable from a
normal cave formation, such as a stalagmite.
Grasping Tendrils.
The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
The roper can have up to six tendrils at a time. Each tendril can be
attacked (AC 20; 10 hit points; immunity to poison and psychic
damage). Destroying a tendril deals no damage to the roper, which can
extrude a replacement tendril on its next turn. A tendril can also be
broken if a creature takes an action and succeeds on a DC 15 Strength
check against it.
Spider Climb.
The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
The roper can climb difficult surfaces, including upside down on
ceilings, without needing to make an ability check.
Multiattack.
The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.
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.
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.
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.
The roper pulls each creature grappled by it up to 25 ft. straight
toward it.
"""
name = "Roper"
description = "Large monstrosity, neutral evil"
challenge_rating = 5
@@ -371,27 +387,31 @@ class Roper(Monster):
climb_speed = 10
hp_max = 93
hit_dice = "11d10"
spells = []
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.
The rug is incapacitated while in the area of an antimagic field. If
targeted by dispel magic, the rug must succeed on a Constitution
saving throw against the caster's spell save DC or fall unconscious
for 1 minute.
Damage Transfer.
While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.
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.
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.
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"
description = "Large construct, unaligned"
challenge_rating = 2
@@ -411,28 +431,36 @@ class RugofSmothering(Monster):
climb_speed = 0
hp_max = 33
hit_dice = "6d10"
spells = []
class RustMonster(Monster):
"""
Iron Scent.
The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.
The rust monster can pinpoint, by scent, the location of ferrous metal
within 30 feet of it.
Rust Metal.
Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage.
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.
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.
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.
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.
"""
name = "Rust Monster"
description = "Medium monstrosity, unaligned"
challenge_rating = 0.5
@@ -452,3 +480,4 @@ class RustMonster(Monster):
climb_speed = 0
hp_max = 27
hit_dice = "5d8"
spells = []
File diff suppressed because it is too large Load Diff
+151 -118
View File
@@ -11,51 +11,63 @@ from dungeonsheets.stats import Ability
class Tarrasque(Monster):
"""
Legendary Resistance.
If the tarrasque fails a saving throw, it can choose to succeed instead.
If the tarrasque fails a saving throw, it can choose to succeed
instead.
Magic Resistance.
The tarrasque has advantage on saving throws against spells and other magical effects.
The tarrasque has advantage on saving throws against spells and other
magical effects.
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.
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.
Siege Monster.
The tarrasque deals double damage to objects and structures.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
"""
name = "Tarrasque"
description = "Gargantuan monstrosity, unaligned"
challenge_rating = 30
@@ -75,27 +87,24 @@ class Tarrasque(Monster):
climb_speed = 0
hp_max = 676
hit_dice = "33d20"
spells = []
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.
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.
Multiattack.
The thug makes two melee attacks.
Mace.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
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.
Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5
(1d10) piercing damage.
"""
name = "Thug"
description = "Medium humanoid, any non-good alignment"
challenge_rating = 0.5
@@ -115,27 +124,27 @@ class Thug(Monster):
climb_speed = 0
hp_max = 32
hit_dice = "5d8"
spells = []
class Tiger(Monster):
"""
Keen Smell.
The tiger has advantage on Wisdom (Perception) checks that rely on smell.
The tiger has advantage on Wisdom (Perception) checks that rely on
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.
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.
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.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 +
3) slashing damage.
"""
name = "Tiger"
description = "Large beast, unaligned"
challenge_rating = 1
@@ -155,35 +164,34 @@ class Tiger(Monster):
climb_speed = 0
hp_max = 37
hit_dice = "5d10"
spells = []
class Treant(Monster):
"""
False Appearance.
While the treant remains motionless, it is indistinguishable from a normal tree.
While the treant remains motionless, it is indistinguishable from a
normal tree.
Siege Monster.
The treant deals double damage to objects and structures.
Multiattack.
The treant makes two slam attacks.
Slam.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
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.
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.
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"
description = "Huge plant, chaotic good"
challenge_rating = 9
@@ -203,19 +211,20 @@ class Treant(Monster):
climb_speed = 0
hp_max = 138
hit_dice = "12d12"
spells = []
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.
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.
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"
description = "Medium humanoid, any alignment"
challenge_rating = 0.125
@@ -235,23 +244,24 @@ class TribalWarrior(Monster):
climb_speed = 0
hp_max = 11
hit_dice = "2d8"
spells = []
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.
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.
Gore.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.
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
Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit:
22 (3d10 + 6) bludgeoning damage
"""
name = "Triceratops"
description = "Huge beast, unaligned"
challenge_rating = 5
@@ -271,42 +281,64 @@ class Triceratops(Monster):
climb_speed = 0
hp_max = 95
hit_dice = "10d12"
spells = []
class Troll(Monster):
"""
Keen Smell.
The troll has advantage on Wisdom (Perception) checks that rely on smell.
The troll has advantage on Wisdom (Perception) checks that rely on
smell.
Regeneration.
The troll regains 10 hit points at the start of its turn. If the troll
takes acid or fire damage, this trait doesn't function at the start of
the troll's next turn. The troll dies only if it starts its turn with
0 hit points and doesn't regenerate.
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:
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.
1-10: Nothing else happens.
**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.
11-14: One leg is severed from the troll if it has any legs left.
15- 18: One arm is severed from the troll if it has any arms left.
19-20: The troll is decapitated, but the troll dies only if it can't regenerate. If it dies, so does the severed head.
If the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll's initiative and has its own action and movement. A severed part has AC 13, 10 hit points, and the troll's Regeneration trait.
A severed leg is unable to attack and has a speed of 5 feet.
A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack.
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.
11-14: One leg is severed from the troll if it has any legs left.
15- 18: One arm is severed from the troll if it has any arms left.
19-20: The troll is decapitated, but the troll dies only if it can't
regenerate. If it dies, so does the severed head.
If the troll finishes a short or long rest without reattaching a
severed limb or head, the part regrows. At that point, the severed
part dies. Until then, a severed part acts on the troll's initiative
and has its own action and movement. A severed part has AC 13, 10 hit
points, and the troll's Regeneration trait.
A severed leg is unable to attack and has a speed of 5 feet.
A severed arm has a speed of 5 feet and can make one claw attack on
its turn, with disadvantage on the attack roll unless the troll can
see the arm and its target. Each time the troll loses an arm, it loses
a claw attack.
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.
The troll makes three attacks: one with its bite and two with its
claws.
Bite.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
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.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6
+ 4) slashing damage.
"""
name = "Troll"
description = "Large giant, chaotic evil"
challenge_rating = 5
@@ -326,23 +358,23 @@ class Troll(Monster):
climb_speed = 0
hp_max = 84
hit_dice = "8d10"
spells = []
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.
The tyrannosaurus makes two attacks: one with its bite and one with
its tail. It can't make both attacks against the same target.
Bite.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.
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.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20
(3d8 + 7) bludgeoning damage.
"""
name = "Tyrannosaurus Rex"
description = "Huge beast, unaligned"
challenge_rating = 8
@@ -362,3 +394,4 @@ class TyrannosaurusRex(Monster):
climb_speed = 0
hp_max = 136
hit_dice = "13d12"
spells = []
+27 -26
View File
@@ -11,45 +11,45 @@ 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.
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:
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
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.
The unicorn has advantage on saving throws against spells and other
magical effects.
Magic Weapons.
The unicorn's weapon attacks are magical.
Multiattack.
The unicorn makes two attacks: one with its hooves and one with its horn.
The unicorn makes two attacks: one with its hooves and one with its
horn.
Hooves.
Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
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.
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.
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.
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"
description = "Large celestial, lawful good"
challenge_rating = 5
@@ -69,3 +69,4 @@ class Unicorn(Monster):
climb_speed = 0
hp_max = 67
hit_dice = "9d10"
spells = []
+161 -95
View File
@@ -11,52 +11,100 @@ 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.
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.
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.
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.
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.
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.
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.
Spider Climb.
The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
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.
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 (Vampire Form Only)**: The vampire makes two attacks, only one of which can be a bite attack.
Forbiddance. The vampire can't enter a residence without an invitation
from one of the occupants.
**Unarmed Strike (Vampire Form Only)**: Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Harmed by Running Water. The vampire takes 20 acid damage if it ends
its turn in running water.
**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.
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.
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 (Vampire Form Only).
The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only).
Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8
+ 4) bludgeoning damage. Instead of dealing damage, the vampire can
grapple the target (escape DC 18).
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.
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.
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.
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"
description = "Medium undead, lawful evil"
challenge_rating = 13
@@ -76,39 +124,51 @@ class Vampire(Monster):
climb_speed = 0
hp_max = 144
hit_dice = "17d8"
spells = []
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.
The vampire regains 10 hit points at the start of its turn if it has
at least 1 hit point and isn't in sunlight or running water. If the
vampire takes radiant damage or damage from holy water, this trait
doesn't function at the start of the vampire's next turn.
Spider Climb.
The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
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.
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.
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.
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).
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"
description = "Medium undead, neutral evil"
challenge_rating = 5
@@ -128,27 +188,25 @@ class VampireSpawn(Monster):
climb_speed = 0
hp_max = 82
hit_dice = "11d8"
spells = []
class Veteran(Monster):
"""
Multiattack.
The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
The veteran makes two longsword attacks. If it has a shortsword drawn,
it can also make a shortsword attack.
Longsword.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
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.
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.
Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6
(1d10 + 1) piercing damage.
"""
name = "Veteran"
description = "Medium humanoid, any alignment"
challenge_rating = 3
@@ -168,23 +226,20 @@ class Veteran(Monster):
climb_speed = 0
hp_max = 58
hit_dice = "9d8"
spells = []
class VioletFungus(Monster):
"""
False Appearance.
While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.
While the violet fungus remains motionless, it is indistinguishable
from an ordinary fungus.
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.
Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4
(1d8) necrotic damage.
"""
name = "Violet Fungus"
description = "Medium plant, unaligned"
challenge_rating = 0.25
@@ -204,37 +259,48 @@ class VioletFungus(Monster):
climb_speed = 0
hp_max = 18
hit_dice = "4d8"
spells = []
class Vrock(Monster):
"""
Magic Resistance.
The vrock has advantage on saving throws against spells and other magical effects.
The vrock has advantage on saving throws against spells and other
magical effects.
Multiattack.
The vrock makes two attacks: one with its beak and one with its talons.
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.
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.
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 .
Variant: Summon Demon.
The demon chooses what to summon and attempts a magical summoning.
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 .
A vrock has a 30 percent chance of summoning 2d4 dretches or one
vrock.
**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.
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.
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 = "Vrock"
description = "Large fiend, chaotic evil"
challenge_rating = 6
@@ -254,23 +320,22 @@ class Vrock(Monster):
climb_speed = 0
hp_max = 104
hit_dice = "11d10"
spells = []
class Vulture(Monster):
"""
Keen Sight and Smell.
The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
The vulture has advantage on Wisdom (Perception) checks that rely on
sight or smell.
Pack Tactics.
The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated.
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.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4)
piercing damage.
"""
name = "Vulture"
description = "Medium beast, unaligned"
challenge_rating = 0
@@ -290,3 +355,4 @@ class Vulture(Monster):
climb_speed = 0
hp_max = 5
hit_dice = "1d8"
spells = []
File diff suppressed because it is too large Load Diff
+12 -17
View File
@@ -11,30 +11,24 @@ 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.
The xorn can burrow through nonmagical, unworked earth and stone.
While doing so, the xorn doesn't disturb the material it moves
through.
Stone Camouflage.
The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
The xorn has advantage on Dexterity (Stealth) checks made to hide in
rocky terrain.
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.
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.
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.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 +
3) slashing damage.
"""
name = "Xorn"
description = "Medium elemental, neutral"
challenge_rating = 5
@@ -54,3 +48,4 @@ class Xorn(Monster):
climb_speed = 0
hp_max = 73
hit_dice = "7d8"
spells = []
+150 -136
View File
@@ -11,26 +11,22 @@ from dungeonsheets.stats import Ability
class YoungBlackDragon(Monster):
"""
Amphibious.
The dragon can breathe air and water.
Multiattack.
The dragon makes three attacks: one with its bite and two with its claws.
The dragon makes three attacks: one with its bite and two with its
claws.
Bite.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.
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.
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.
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"
description = "Large dragon, chaotic evil"
challenge_rating = 7
@@ -50,27 +46,26 @@ class YoungBlackDragon(Monster):
climb_speed = 0
hp_max = 127
hit_dice = "15d10"
spells = []
class YoungBlueDragon(Monster):
"""
Multiattack.
The dragon makes three attacks: one with its bite and two with its claws.
The dragon makes three attacks: one with its bite and two with its
claws.
Bite.
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.
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.
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.
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"
description = "Large dragon, lawful evil"
challenge_rating = 9
@@ -90,29 +85,34 @@ class YoungBlueDragon(Monster):
climb_speed = 0
hp_max = 152
hit_dice = "16d10"
spells = []
class YoungBrassDragon(Monster):
"""
Multiattack.
The dragon makes three attacks: one with its bite and two with its claws.
The dragon makes three attacks: one with its bite and two with its
claws.
Bite.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
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.
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.
"""
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.
"""
name = "Young Brass Dragon"
description = "Large dragon, chaotic good"
challenge_rating = 6
@@ -132,33 +132,35 @@ class YoungBrassDragon(Monster):
climb_speed = 0
hp_max = 110
hit_dice = "13d10"
spells = []
class YoungBronzeDragon(Monster):
"""
Amphibious.
The dragon can breathe air and water.
Multiattack.
The dragon makes three attacks: one with its bite and two with its claws.
The dragon makes three attacks: one with its bite and two with its
claws.
Bite.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
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.
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.
"""
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.
"""
name = "Young Bronze Dragon"
description = "Large dragon, lawful good"
challenge_rating = 8
@@ -178,29 +180,37 @@ class YoungBronzeDragon(Monster):
climb_speed = 0
hp_max = 142
hit_dice = "15d10"
spells = []
class YoungCopperDragon(Monster):
"""
Multiattack.
The dragon makes three attacks: one with its bite and two with its claws.
The dragon makes three attacks: one with its bite and two with its
claws.
Bite.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
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.
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.
"""
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.
"""
name = "Young Copper Dragon"
description = "Large dragon, chaotic good"
challenge_rating = 7
@@ -220,33 +230,37 @@ class YoungCopperDragon(Monster):
climb_speed = 40
hp_max = 119
hit_dice = "14d10"
spells = []
class YoungGoldDragon(Monster):
"""
Amphibious.
The dragon can breathe air and water.
Multiattack.
The dragon makes three attacks: one with its bite and two with its claws.
The dragon makes three attacks: one with its bite and two with its
claws.
Bite.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
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.
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.
"""
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.
"""
name = "Young Gold Dragon"
description = "Large dragon, lawful good"
challenge_rating = 10
@@ -266,31 +280,28 @@ class YoungGoldDragon(Monster):
climb_speed = 0
hp_max = 178
hit_dice = "17d10"
spells = []
class YoungGreenDragon(Monster):
"""
Amphibious.
The dragon can breathe air and water.
Multiattack.
The dragon makes three attacks: one with its bite and two with its claws.
The dragon makes three attacks: one with its bite and two with its
claws.
Bite.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.
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.
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.
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"
description = "Large dragon, lawful evil"
challenge_rating = 8
@@ -310,27 +321,25 @@ class YoungGreenDragon(Monster):
climb_speed = 0
hp_max = 136
hit_dice = "16d10"
spells = []
class YoungRedDragon(Monster):
"""
Multiattack.
The dragon makes three attacks: one with its bite and two with its claws.
The dragon makes three attacks: one with its bite and two with its
claws.
Bite.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.
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.
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.
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"
description = "Large dragon, chaotic evil"
challenge_rating = 10
@@ -350,29 +359,34 @@ class YoungRedDragon(Monster):
climb_speed = 40
hp_max = 178
hit_dice = "17d10"
spells = []
class YoungSilverDragon(Monster):
"""
Multiattack.
The dragon makes three attacks: one with its bite and two with its claws.
The dragon makes three attacks: one with its bite and two with its
claws.
Bite.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
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.
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.
"""
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.
"""
name = "Young Silver Dragon"
description = "Large dragon, lawful good"
challenge_rating = 9
@@ -392,31 +406,30 @@ class YoungSilverDragon(Monster):
climb_speed = 0
hp_max = 168
hit_dice = "16d10"
spells = []
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.
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.
Multiattack.
The dragon makes three attacks: one with its bite and two with its claws.
The dragon makes three attacks: one with its bite and two with its
claws.
Bite.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.
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.
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.
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"
description = "Large dragon, chaotic evil"
challenge_rating = 6
@@ -436,3 +449,4 @@ class YoungWhiteDragon(Monster):
climb_speed = 0
hp_max = 133
hit_dice = "14d10"
spells = []
+10 -13
View File
@@ -9,20 +9,16 @@ from dungeonsheets.stats import Ability
class Zombie(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.
Slam.
Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage.
"""
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 target. Hit: 4 (1d6 +
1) bludgeoning damage.
"""
name = "Zombie"
description = "Medium undead, neutral evil"
challenge_rating = 0.25
@@ -42,3 +38,4 @@ class Zombie(Monster):
climb_speed = 0
hp_max = 22
hit_dice = "3d8"
spells = []