""" A collection of monsters from D&D 5e's SRD 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 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 Multiattack. The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage. Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Intoxicating Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. """ name = "Lamia" description = "Large monstrosity, chaotic evil" challenge_rating = 4 armor_class = 13 skills = "Deception +7, Insight +4, Stealth +3" senses = "Darkvision 60 ft., Passive Perception 12" languages = "Abyssal, Common" strength = Ability(16) dexterity = Ability(13) constitution = Ability(15) intelligence = Ability(14) wisdom = Ability(15) charisma = Ability(16) speed = 30 swim_speed = 0 fly_speed = 0 climb_speed = 0 hp_max = 97 hit_dice = "13d10" class Lemure(Monster): """ **Devil's Sight**: Magical darkness doesn't impede the lemure's darkvision. Hellish Rejuvenation. A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water. Fist. 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 armor_class = 7 skills = "" senses = "Darkvision 120 ft., Passive Perception 10" languages = "understands infernal but can't speak" strength = Ability(10) dexterity = Ability(5) constitution = Ability(11) intelligence = Ability(1) wisdom = Ability(11) charisma = Ability(3) speed = 15 swim_speed = 0 fly_speed = 0 climb_speed = 0 hp_max = 13 hit_dice = "3d8" 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. Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: - Cantrips (at will): mage hand, prestidigitation, ray of frost - 1st level (4 slots): detect magic, magic missile, shield, thunderwave - 2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image - 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball - 4th level (3 slots): blight, dimension door - 5th level (3 slots): cloudkill, scrying - 6th level (1 slot): disintegrate, globe of invulnerability - 7th level (1 slot): finger of death, plane shift - 8th level (1 slot): dominate monster, power word stun - 9th level (1 slot): power word kill Turn Resistance. The lich has advantage on saving throws against any effect that turns undead. Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. """ name = "Lich" description = "Medium undead, any evil alignment" challenge_rating = 21 armor_class = 17 skills = "Arcana +18, History +12, Insight +9, Perception +9" senses = "Truesight 120 ft., Passive Perception 19" languages = "Common plus up to five other languages" strength = Ability(11) dexterity = Ability(16) constitution = Ability(16) intelligence = Ability(20) wisdom = Ability(14) charisma = Ability(16) speed = 30 swim_speed = 0 fly_speed = 0 climb_speed = 0 hp_max = 135 hit_dice = "18d8" class Lion(Monster): """ Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 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. Running Leap. With a 10-foot running start, the lion can long jump up to 25 ft.. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. """ name = "Lion" description = "Large beast, unaligned" challenge_rating = 1 armor_class = 12 skills = "Perception +3, Stealth +6" senses = "Passive Perception 13" languages = "" strength = Ability(17) dexterity = Ability(15) constitution = Ability(13) intelligence = Ability(3) wisdom = Ability(12) charisma = Ability(8) speed = 50 swim_speed = 0 fly_speed = 0 climb_speed = 0 hp_max = 26 hit_dice = "4d10" class Lizard(Monster): """ Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. """ name = "Lizard" description = "Tiny beast, unaligned" challenge_rating = 0 armor_class = 10 skills = "" senses = "Darkvision 30 ft., Passive Perception 9" languages = "" strength = Ability(2) dexterity = Ability(11) constitution = Ability(10) intelligence = Ability(1) wisdom = Ability(8) charisma = Ability(3) speed = 20 swim_speed = 0 fly_speed = 0 climb_speed = 20 hp_max = 2 hit_dice = "1d4" 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. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. """ name = "Lizardfolk" description = "Medium humanoid, neutral" challenge_rating = 0.5 armor_class = 15 skills = "Perception +3, Stealth +4, Survival +5" senses = "Passive Perception 13" languages = "Draconic" strength = Ability(15) dexterity = Ability(10) constitution = Ability(13) intelligence = Ability(7) wisdom = Ability(12) charisma = Ability(7) speed = 30 swim_speed = 30 fly_speed = 0 climb_speed = 0 hp_max = 22 hit_dice = "4d8"