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dungeon-sheets/dungeonsheets/monsters/monsters_e.py
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"""
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 Eagle(Monster):
"""
Keen Sight.
The eagle has advantage on Wisdom (Perception) checks that rely on
sight.
# Actions
Talons.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 +
2) slashing damage.
"""
name = 'Eagle'
description = 'Small beast, unaligned'
challenge_rating = 0
armor_class = 12
skills = 'Perception +4'
senses = 'Passive Perception 14'
languages = ''
strength = Ability(6)
dexterity = Ability(15)
constitution = Ability(10)
intelligence = Ability(2)
wisdom = Ability(14)
charisma = Ability(7)
speed = 10
swim_speed = 0
fly_speed = 60
climb_speed = 0
burrow_speed = 0
hp_max = 3
hit_dice = '1d6 + 0'
condition_immunities = ''
damage_immunities = ''
damage_resistances = ''
damage_vulnerabilities = ''
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.
Siege Monster.
The elemental deals double damage to objects and structures.
# Actions
Multiattack.
The elemental makes two slam attacks.
Slam.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8
+ 5) bludgeoning damage.
"""
name = 'Earth Elemental'
description = 'Large elemental, neutral'
challenge_rating = 5
armor_class = 17
skills = ''
senses = 'Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10'
languages = 'Terran'
strength = Ability(20)
dexterity = Ability(8)
constitution = Ability(20)
intelligence = Ability(5)
wisdom = Ability(10)
charisma = Ability(5)
speed = 30
swim_speed = 0
fly_speed = 0
climb_speed = 0
burrow_speed = 30
hp_max = 126
hit_dice = '12d10 + 60'
condition_immunities = 'exhaustion, paralyzed, petrified, poisoned, unconscious'
damage_immunities = 'poison'
damage_resistances = 'bludgeoning, piercing, and slashing from nonmagical weapons'
damage_vulnerabilities = 'thunder'
spells = []
class EarthElementalMyrmidon(Monster):
"""Magic Weapons.
The myrmidon's weapon attacks are magical.
Multiattack.
The myrmidon makes two maul attacks.
Maul.
*Melee Weapon Attack:* +7 to hit, reach 5 ft., one
target. *Hit:* 11 (2d6 + 4) bludgeoning damage.
Thunderous Strike (Recharge 6).
The myrmidon makes one maul attack. On a hit, the target takes
an extra 16 (3d10) thunder damage, and the target must succeed
on a DC 14 Strength saving throw or be knocked prone.
Elemental myrmidons are elementals conjured and bound by magic
into ritually created suits of plate armor. In this form, they
possess no recollection of their former existence as free
elementals. They exist only to follow the commands of their
creators.
"""
name = 'Earth Elemental Myrmidon'
description = 'Medium elemental, neutral'
challenge_rating = 7
armor_class = 18
damage_resistances = 'bludgeoning, piercing, and slashing from nonmagical weapons'
damage_immunities = 'poison'
condition_immunities = 'paralyzed, petrified, poisoned, prone'
skills = ''
senses = 'Darkvision 60 ft., Passive Perception 10'
languages = "Terran, one language of its creator's choice"
strength = Ability(18)
dexterity = Ability(10)
constitution = Ability(17)
intelligence = Ability(8)
wisdom = Ability(10)
charisma = Ability(10)
speed = 30
swim_speed = 0
fly_speed = 0
climb_speed = 0
hp_max = 127
hit_dice = '17d8 + 51'
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.
Innate Spellcasting.
The efreeti's innate spell casting ability is Charisma (spell save DC
15, +7 to hit with spell attacks). It can innately cast the following
spells, requiring no material components:
At will: detect magic
3/day: enlarge/reduce, tongues
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.
# Actions
Multiattack.
The efreeti makes two scimitar attacks or uses its Hurl Flame twice.
Scimitar.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6
+ 6) slashing damage plus 7 (2d6) fire damage.
Hurl Flame.
Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17
(5d6) fire damage.
"""
name = 'Efreeti'
description = 'Large elemental, lawful evil'
challenge_rating = 11
armor_class = 17
skills = ''
senses = 'Darkvision 120 ft., Passive Perception 12'
languages = 'Ignan'
strength = Ability(22)
dexterity = Ability(12)
constitution = Ability(24)
intelligence = Ability(16)
wisdom = Ability(15)
charisma = Ability(16)
speed = 40
swim_speed = 0
fly_speed = 60
climb_speed = 0
burrow_speed = 0
hp_max = 200
hit_dice = '16d10 + 112'
condition_immunities = ''
damage_immunities = 'fire'
damage_resistances = ''
damage_vulnerabilities = ''
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.
# Actions
Gore.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8
+ 6) piercing damage.
Stomp.
Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit:
22 (3d10 + 6) bludgeoning damage.
"""
name = 'Elephant'
description = 'Huge beast, unaligned'
challenge_rating = 4
armor_class = 12
skills = ''
senses = 'Passive Perception 10'
languages = ''
strength = Ability(22)
dexterity = Ability(9)
constitution = Ability(17)
intelligence = Ability(3)
wisdom = Ability(11)
charisma = Ability(6)
speed = 40
swim_speed = 0
fly_speed = 0
climb_speed = 0
burrow_speed = 0
hp_max = 76
hit_dice = '8d12 + 24'
condition_immunities = ''
damage_immunities = ''
damage_resistances = ''
damage_vulnerabilities = ''
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.
# Actions
Ram.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +
3) bludgeoning damage.
Hooves.
Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit:
8 (2d4 + 3) bludgeoning damage.
"""
name = 'Elk'
description = 'Large beast, unaligned'
challenge_rating = 0.25
armor_class = 10
skills = ''
senses = 'Passive Perception 10'
languages = ''
strength = Ability(16)
dexterity = Ability(10)
constitution = Ability(12)
intelligence = Ability(2)
wisdom = Ability(10)
charisma = Ability(6)
speed = 50
swim_speed = 0
fly_speed = 0
climb_speed = 0
burrow_speed = 0
hp_max = 13
hit_dice = '2d10 + 2'
condition_immunities = ''
damage_immunities = ''
damage_resistances = ''
damage_vulnerabilities = ''
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).
Magic Resistance.
The erinyes has advantage on saving throws against spells and other
magical effects.
# Actions
Multiattack.
The erinyes makes three attacks
Longsword.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 +
4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two
hands, plus 13 (3d8) poison damage.
Longbow.
Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7
(1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target
must succeed on a DC 14 Constitution saving throw or be poisoned. The
poison lasts until it is removed by the lesser restoration spell or
similar magic.
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.
# Reactions
Parry.
The erinyes adds 4 to its AC against one melee attack that would hit
it. To do so, the erinyes must see the attacker and be wielding a
melee weapon.
"""
name = 'Erinyes'
description = 'Medium fiend, lawful evil'
challenge_rating = 12
armor_class = 18
skills = ''
senses = 'Truesight 120 ft., Passive Perception 12'
languages = 'Infernal, telepathy 120 ft.'
strength = Ability(18)
dexterity = Ability(16)
constitution = Ability(18)
intelligence = Ability(14)
wisdom = Ability(14)
charisma = Ability(18)
speed = 30
swim_speed = 0
fly_speed = 60
climb_speed = 0
burrow_speed = 0
hp_max = 153
hit_dice = '18d8 + 72'
condition_immunities = 'poisoned'
damage_immunities = 'fire, poison'
damage_resistances = 'cold'
damage_vulnerabilities = ''
spells = []
class Ettercap(Monster):
"""
Spider Climb.
The ettercap can climb difficult surfaces, including upside down on
ceilings, without needing to make an ability check.
Web Sense.
While in contact with a web, the ettercap knows the exact location of
any other creature in contact with the same web.
Web Walker.
The ettercap ignores movement restrictions caused by webbing.
# Actions
Multiattack.
The ettercap makes two attacks: one with its bite and one with its
claws.
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8
+ 2) piercing damage plus 4 (1d8) poison damage. The target must
succeed on a DC 11 Constitution saving throw or be poisoned for 1
minute. The creature can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.
Claws.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 +
2) slashing damage.
Web.
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
armor_class = 13
skills = 'Perception +3, Stealth +4, Survival +3'
senses = 'Darkvision 60 ft., Passive Perception 13'
languages = ''
strength = Ability(14)
dexterity = Ability(15)
constitution = Ability(13)
intelligence = Ability(7)
wisdom = Ability(12)
charisma = Ability(8)
speed = 30
swim_speed = 0
fly_speed = 0
climb_speed = 30
burrow_speed = 0
hp_max = 44
hit_dice = '8d8 + 8'
condition_immunities = ''
damage_immunities = ''
damage_resistances = ''
damage_vulnerabilities = ''
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.
Wakeful.
When one of the ettin's heads is asleep, its other head is awake.
# Actions
Multiattack.
The ettin makes two attacks: one with its battleaxe and one with its
morningstar.
Battleaxe.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8
+ 5) slashing damage.
Morningstar.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8
+ 5) piercing damage.
"""
name = 'Ettin'
description = 'Large giant, chaotic evil'
challenge_rating = 4
armor_class = 12
skills = 'Perception +4'
senses = 'Darkvision 60 ft., Passive Perception 14'
languages = 'Giant, Orc'
strength = Ability(21)
dexterity = Ability(8)
constitution = Ability(17)
intelligence = Ability(6)
wisdom = Ability(10)
charisma = Ability(8)
speed = 40
swim_speed = 0
fly_speed = 0
climb_speed = 0
burrow_speed = 0
hp_max = 85
hit_dice = '10d10 + 30'
condition_immunities = ''
damage_immunities = ''
damage_resistances = ''
damage_vulnerabilities = ''
spells = []