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501 lines
16 KiB
Python
501 lines
16 KiB
Python
"""
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A collection of monsters from D&D 5e's SRD
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This file was autogenerated by https://github.com/stravajiaxen/5e-srd-to-py
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"""
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from dungeonsheets.monsters.monsters import Monster
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from dungeonsheets.stats import Ability
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class Eagle(Monster):
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"""
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Keen Sight.
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The eagle has advantage on Wisdom (Perception) checks that rely on
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sight.
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# Actions
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Talons.
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Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 +
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2) slashing damage.
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"""
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name = 'Eagle'
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description = 'Small beast, unaligned'
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challenge_rating = 0
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armor_class = 12
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skills = 'Perception +4'
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senses = 'Passive Perception 14'
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languages = ''
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strength = Ability(6)
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dexterity = Ability(15)
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constitution = Ability(10)
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intelligence = Ability(2)
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wisdom = Ability(14)
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charisma = Ability(7)
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speed = 10
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swim_speed = 0
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fly_speed = 60
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climb_speed = 0
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burrow_speed = 0
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hp_max = 3
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hit_dice = '1d6 + 0'
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condition_immunities = ''
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damage_immunities = ''
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damage_resistances = ''
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damage_vulnerabilities = ''
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spells = []
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class EarthElemental(Monster):
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"""
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Earth Glide.
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The elemental can burrow through nonmagical, unworked earth and stone.
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While doing so, the elemental doesn't disturb the material it moves
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through.
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Siege Monster.
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The elemental deals double damage to objects and structures.
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# Actions
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Multiattack.
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The elemental makes two slam attacks.
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Slam.
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Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8
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+ 5) bludgeoning damage.
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"""
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name = 'Earth Elemental'
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description = 'Large elemental, neutral'
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challenge_rating = 5
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armor_class = 17
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skills = ''
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senses = 'Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10'
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languages = 'Terran'
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strength = Ability(20)
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dexterity = Ability(8)
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constitution = Ability(20)
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intelligence = Ability(5)
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wisdom = Ability(10)
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charisma = Ability(5)
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speed = 30
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swim_speed = 0
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fly_speed = 0
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climb_speed = 0
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burrow_speed = 30
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hp_max = 126
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hit_dice = '12d10 + 60'
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condition_immunities = 'exhaustion, paralyzed, petrified, poisoned, unconscious'
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damage_immunities = 'poison'
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damage_resistances = 'bludgeoning, piercing, and slashing from nonmagical weapons'
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damage_vulnerabilities = 'thunder'
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spells = []
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class EarthElementalMyrmidon(Monster):
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"""Magic Weapons.
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The myrmidon's weapon attacks are magical.
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Multiattack.
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The myrmidon makes two maul attacks.
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Maul.
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*Melee Weapon Attack:* +7 to hit, reach 5 ft., one
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target. *Hit:* 11 (2d6 + 4) bludgeoning damage.
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Thunderous Strike (Recharge 6).
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The myrmidon makes one maul attack. On a hit, the target takes
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an extra 16 (3d10) thunder damage, and the target must succeed
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on a DC 14 Strength saving throw or be knocked prone.
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Elemental myrmidons are elementals conjured and bound by magic
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into ritually created suits of plate armor. In this form, they
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possess no recollection of their former existence as free
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elementals. They exist only to follow the commands of their
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creators.
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"""
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name = 'Earth Elemental Myrmidon'
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description = 'Medium elemental, neutral'
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challenge_rating = 7
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armor_class = 18
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damage_resistances = 'bludgeoning, piercing, and slashing from nonmagical weapons'
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damage_immunities = 'poison'
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condition_immunities = 'paralyzed, petrified, poisoned, prone'
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skills = ''
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senses = 'Darkvision 60 ft., Passive Perception 10'
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languages = "Terran, one language of its creator's choice"
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strength = Ability(18)
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dexterity = Ability(10)
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constitution = Ability(17)
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intelligence = Ability(8)
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wisdom = Ability(10)
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charisma = Ability(10)
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speed = 30
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swim_speed = 0
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fly_speed = 0
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climb_speed = 0
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hp_max = 127
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hit_dice = '17d8 + 51'
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class Efreeti(Monster):
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"""
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Elemental Demise.
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If the efreeti dies, its body disintegrates in a flash of fire and
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puff of smoke, leaving behind only equipment the djinni was wearing or
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carrying.
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Innate Spellcasting.
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The efreeti's innate spell casting ability is Charisma (spell save DC
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15, +7 to hit with spell attacks). It can innately cast the following
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spells, requiring no material components:
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At will: detect magic
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3/day: enlarge/reduce, tongues
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1/day each: conjure elemental (fire elemental only), gaseous form,
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invisibility, major image, plane shift, wall of fire
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Variant: Genie Powers.
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Genies have a variety of magical capabilities, including spells. A few
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have even greater powers that allow them to alter their appearance or
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the nature of reality.
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Disguises.
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Some genies can veil themselves in illusion to pass as other similarly
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shaped creatures. Such genies can innately cast the disguise self
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spell at will, often with a longer duration than is normal for that
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spell. Mightier genies can cast the true polymorph spell one to three
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times per day, possibly with a longer duration than normal. Such
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genies can change only their own shape, but a rare few can use the
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spell on other creatures and objects as well.
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Wishes.
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The genie power to grant wishes is legendary among mortals. Only the
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most potent genies, such as those among the nobility, can do so. A
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particular genie that has this power can grant one to three wishes to
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a creature that isn't a genie. Once a genie has granted its limit of
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wishes, it can't grant wishes again for some amount of time (usually 1
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year). and cosmic law dictates that the same genie can expend its
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limit of wishes on a specific creature only once in that creature's
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existence.
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To be granted a wish, a creature within 60 feet of the genie states a
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desired effect to it. The genie can then cast the wish spell on the
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creature's behalf to bring about the effect. Depending on the genie's
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nature, the genie might try to pervert the intent of the wish by
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exploiting the wish's poor wording. The perversion of the wording is
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usually crafted to be to the genie's benefit.
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# Actions
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Multiattack.
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The efreeti makes two scimitar attacks or uses its Hurl Flame twice.
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Scimitar.
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Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6
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+ 6) slashing damage plus 7 (2d6) fire damage.
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Hurl Flame.
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Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17
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(5d6) fire damage.
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"""
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name = 'Efreeti'
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description = 'Large elemental, lawful evil'
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challenge_rating = 11
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armor_class = 17
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skills = ''
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senses = 'Darkvision 120 ft., Passive Perception 12'
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languages = 'Ignan'
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strength = Ability(22)
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dexterity = Ability(12)
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constitution = Ability(24)
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intelligence = Ability(16)
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wisdom = Ability(15)
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charisma = Ability(16)
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speed = 40
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swim_speed = 0
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fly_speed = 60
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climb_speed = 0
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burrow_speed = 0
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hp_max = 200
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hit_dice = '16d10 + 112'
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condition_immunities = ''
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damage_immunities = 'fire'
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damage_resistances = ''
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damage_vulnerabilities = ''
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spells = []
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class Elephant(Monster):
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"""
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Trampling Charge.
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If the elephant moves at least 20 ft. straight toward a creature and
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then hits it with a gore attack on the same turn, that target must
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succeed on a DC 12 Strength saving throw or be knocked prone. If the
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target is prone, the elephant can make one stomp attack against it as
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a bonus action.
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# Actions
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Gore.
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Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8
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+ 6) piercing damage.
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Stomp.
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Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit:
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22 (3d10 + 6) bludgeoning damage.
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"""
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name = 'Elephant'
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description = 'Huge beast, unaligned'
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challenge_rating = 4
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armor_class = 12
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skills = ''
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senses = 'Passive Perception 10'
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languages = ''
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strength = Ability(22)
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dexterity = Ability(9)
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constitution = Ability(17)
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intelligence = Ability(3)
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wisdom = Ability(11)
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charisma = Ability(6)
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speed = 40
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swim_speed = 0
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fly_speed = 0
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climb_speed = 0
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burrow_speed = 0
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hp_max = 76
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hit_dice = '8d12 + 24'
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condition_immunities = ''
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damage_immunities = ''
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damage_resistances = ''
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damage_vulnerabilities = ''
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spells = []
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class Elk(Monster):
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"""
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Charge.
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If the elk moves at least 20 ft. straight toward a target and then
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hits it with a ram attack on the same turn, the target takes an extra
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7 (2d6) damage. If the target is a creature, it must succeed on a DC
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13 Strength saving throw or be knocked prone.
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# Actions
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Ram.
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Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +
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3) bludgeoning damage.
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Hooves.
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Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit:
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8 (2d4 + 3) bludgeoning damage.
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"""
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name = 'Elk'
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description = 'Large beast, unaligned'
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challenge_rating = 0.25
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armor_class = 10
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skills = ''
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senses = 'Passive Perception 10'
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languages = ''
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strength = Ability(16)
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dexterity = Ability(10)
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constitution = Ability(12)
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intelligence = Ability(2)
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wisdom = Ability(10)
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charisma = Ability(6)
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speed = 50
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swim_speed = 0
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fly_speed = 0
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climb_speed = 0
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burrow_speed = 0
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hp_max = 13
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hit_dice = '2d10 + 2'
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condition_immunities = ''
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damage_immunities = ''
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damage_resistances = ''
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damage_vulnerabilities = ''
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spells = []
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class Erinyes(Monster):
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"""
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Hellish Weapons.
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The erinyes's weapon attacks are magical and deal an extra 13 (3d8)
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poison damage on a hit (included in the attacks).
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Magic Resistance.
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The erinyes has advantage on saving throws against spells and other
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magical effects.
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# Actions
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Multiattack.
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The erinyes makes three attacks
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Longsword.
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Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 +
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4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two
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hands, plus 13 (3d8) poison damage.
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Longbow.
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Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7
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(1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target
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must succeed on a DC 14 Constitution saving throw or be poisoned. The
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poison lasts until it is removed by the lesser restoration spell or
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similar magic.
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Variant: Rope of Entanglement.
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Some erinyes carry a rope of entanglement (detailed in the Dungeon
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Master's Guide). When such an erinyes uses its Multiattack, the
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erinyes can use the rope in place of two of the attacks.
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# Reactions
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Parry.
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The erinyes adds 4 to its AC against one melee attack that would hit
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it. To do so, the erinyes must see the attacker and be wielding a
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melee weapon.
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"""
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name = 'Erinyes'
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description = 'Medium fiend, lawful evil'
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challenge_rating = 12
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armor_class = 18
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skills = ''
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senses = 'Truesight 120 ft., Passive Perception 12'
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languages = 'Infernal, telepathy 120 ft.'
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strength = Ability(18)
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dexterity = Ability(16)
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constitution = Ability(18)
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intelligence = Ability(14)
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wisdom = Ability(14)
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charisma = Ability(18)
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speed = 30
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swim_speed = 0
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fly_speed = 60
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climb_speed = 0
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burrow_speed = 0
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hp_max = 153
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hit_dice = '18d8 + 72'
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condition_immunities = 'poisoned'
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damage_immunities = 'fire, poison'
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damage_resistances = 'cold'
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damage_vulnerabilities = ''
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spells = []
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class Ettercap(Monster):
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"""
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Spider Climb.
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The ettercap can climb difficult surfaces, including upside down on
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ceilings, without needing to make an ability check.
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Web Sense.
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While in contact with a web, the ettercap knows the exact location of
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any other creature in contact with the same web.
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Web Walker.
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The ettercap ignores movement restrictions caused by webbing.
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# Actions
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Multiattack.
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The ettercap makes two attacks: one with its bite and one with its
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claws.
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Bite.
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Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8
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+ 2) piercing damage plus 4 (1d8) poison damage. The target must
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succeed on a DC 11 Constitution saving throw or be poisoned for 1
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minute. The creature can repeat the saving throw at the end of each of
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its turns, ending the effect on itself on a success.
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Claws.
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Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 +
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2) slashing damage.
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Web.
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Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller
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creature. Hit: The creature is restrained by webbing. As an action,
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the restrained creature can make a DC 11 Strength check, escaping from
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the webbing on a success. The effect ends if the webbing is destroyed.
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The webbing has AC 10, 5 hit points, is vulnerable to fire damage and
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immune to bludgeoning damage.
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Variant: Web Garrote.
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Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or Small
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creature against which the ettercap has advantage on the attack roll.
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Hit: 4 (1d4 + 2) bludgeoning damage, and the target is grappled
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(escape DC 12). Until this grapple ends, the target can't breathe, and
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the ettercap has advantage on attack rolls against it.
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"""
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name = 'Ettercap'
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description = 'Medium monstrosity, neutral evil'
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challenge_rating = 2
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armor_class = 13
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skills = 'Perception +3, Stealth +4, Survival +3'
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senses = 'Darkvision 60 ft., Passive Perception 13'
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languages = ''
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strength = Ability(14)
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dexterity = Ability(15)
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constitution = Ability(13)
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intelligence = Ability(7)
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wisdom = Ability(12)
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charisma = Ability(8)
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speed = 30
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swim_speed = 0
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fly_speed = 0
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climb_speed = 30
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burrow_speed = 0
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hp_max = 44
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hit_dice = '8d8 + 8'
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condition_immunities = ''
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damage_immunities = ''
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damage_resistances = ''
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damage_vulnerabilities = ''
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spells = []
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class Ettin(Monster):
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"""
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Two Heads.
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The ettin has advantage on Wisdom (Perception) checks and on saving
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throws against being blinded, charmed, deafened, frightened, stunned,
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and knocked unconscious.
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Wakeful.
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When one of the ettin's heads is asleep, its other head is awake.
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# Actions
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Multiattack.
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The ettin makes two attacks: one with its battleaxe and one with its
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morningstar.
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Battleaxe.
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Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8
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+ 5) slashing damage.
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Morningstar.
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Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8
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+ 5) piercing damage.
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"""
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name = 'Ettin'
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description = 'Large giant, chaotic evil'
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challenge_rating = 4
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armor_class = 12
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skills = 'Perception +4'
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senses = 'Darkvision 60 ft., Passive Perception 14'
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languages = 'Giant, Orc'
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strength = Ability(21)
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dexterity = Ability(8)
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constitution = Ability(17)
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intelligence = Ability(6)
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wisdom = Ability(10)
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charisma = Ability(8)
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speed = 40
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swim_speed = 0
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fly_speed = 0
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climb_speed = 0
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burrow_speed = 0
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hp_max = 85
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hit_dice = '10d10 + 30'
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condition_immunities = ''
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damage_immunities = ''
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damage_resistances = ''
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damage_vulnerabilities = ''
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spells = []
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