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dungeon-sheets/dungeonsheets/monsters/monsters_i.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 IceDevil(Monster):
"""
Devil's Sight.
Magical darkness doesn't impede the devil's darkvision.
Magic Resistance.
The devil has advantage on saving throws against spells and other
magical effects.
# Actions
Multiattack.
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.
Claws.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4
+ 5) slashing damage plus 10 (3d6) cold damage.
Tail.
Melee Weapon Attack:+10 to hit, reach 10 ft., one target. Hit: 12 (2d6
+ 5) bludgeoning damage plus 10 (3d6) cold damage.
Wall of Ice.
The devil magically forms an opaque wall of ice on a solid surface it
can see within 60 feet of it. The wall is 1 foot thick and up to 30
feet long and 10 feet high, or it's a hemispherical dome up to 20 feet
in diameter.
When the wall appears, each creature in its space is pushed out of it
by the shortest route. The creature chooses which side of the wall to
end up on, unless the creature is incapacitated. The creature then
makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on
a failed save, or half as much damage on a successful one.
The wall lasts for 1 minute or until the devil is incapacitated or
dies. The wall can be damaged and breached; each 10-foot section has
AC 5, 30 hit points, vulnerability to fire damage, and immunity to
acid, cold, necrotic, poison, and psychic damage. If a section is
destroyed, it leaves behind a sheet of frigid air in the space the
wall occupied. Whenever a creature finishes moving through the frigid
air on a turn, willingly or otherwise, the creature must make a DC 17
Constitution saving throw, taking 17 (5d6) cold damage on a failed
save, or half as much damage on a successful one. The frigid air
dissipates when the rest of the wall vanishes.
"""
name = 'Ice Devil'
description = 'Large fiend, lawful evil'
challenge_rating = 14
armor_class = 18
skills = ''
senses = 'Blindsight 60 ft., Darkvision 120 ft., Passive Perception 12'
languages = 'Infernal, telepathy 120 ft.'
strength = Ability(21)
dexterity = Ability(14)
constitution = Ability(18)
intelligence = Ability(18)
wisdom = Ability(15)
charisma = Ability(18)
speed = 40
swim_speed = 0
fly_speed = 0
climb_speed = 0
burrow_speed = 0
hp_max = 180
hit_dice = '19d10 + 76'
condition_immunities = 'poisoned'
damage_immunities = 'fire, poison'
damage_resistances = "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"
damage_vulnerabilities = ''
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.
False Appearance.
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.
# Actions
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.
"""
name = 'Ice Mephit'
description = 'Small elemental, neutral evil'
challenge_rating = 0.5
armor_class = 11
skills = 'Perception +2, Stealth +3'
senses = 'Darkvision 60 ft., Passive Perception 12'
languages = 'Aquan, Auran'
strength = Ability(7)
dexterity = Ability(13)
constitution = Ability(10)
intelligence = Ability(9)
wisdom = Ability(11)
charisma = Ability(12)
speed = 30
swim_speed = 0
fly_speed = 30
climb_speed = 0
burrow_speed = 0
hp_max = 21
hit_dice = '6d6 + 0'
condition_immunities = 'poisoned'
damage_immunities = 'cold, poison'
damage_resistances = ''
damage_vulnerabilities = 'bludgeoning, fire'
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.
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.
# Actions
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.
"""
name = 'Imp'
description = 'Tiny fiend, lawful evil'
challenge_rating = 1
armor_class = 13
skills = 'Deception +4, Insight +3, Persuasion +4, Stealth +5'
senses = 'Darkvision 120 ft., Passive Perception 11'
languages = 'Infernal, Common'
strength = Ability(6)
dexterity = Ability(17)
constitution = Ability(13)
intelligence = Ability(11)
wisdom = Ability(12)
charisma = Ability(14)
speed = 20
swim_speed = 0
fly_speed = 40
climb_speed = 0
burrow_speed = 0
hp_max = 10
hit_dice = '3d4 + 3'
condition_immunities = 'poisoned'
damage_immunities = 'fire, poison'
damage_resistances = 'cold'
damage_vulnerabilities = ''
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.
# Actions
Multiattack.
The stalker makes two slam attacks.
Slam.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6
+ 3) bludgeoning damage.
"""
name = 'Invisible Stalker'
description = 'Medium elemental, neutral'
challenge_rating = 6
armor_class = 14
skills = 'Perception +8, Stealth +10'
senses = 'Darkvision 60 ft., Passive Perception 18'
languages = "Auran, understands Common but doesn't speak it"
strength = Ability(16)
dexterity = Ability(19)
constitution = Ability(14)
intelligence = Ability(10)
wisdom = Ability(15)
charisma = Ability(11)
speed = 50
swim_speed = 0
fly_speed = 50
climb_speed = 0
burrow_speed = 0
hp_max = 104
hit_dice = '16d8 + 32'
condition_immunities = 'exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious'
damage_immunities = 'poison'
damage_resistances = 'bludgeoning, piercing, and slashing from nonmagical weapons'
damage_vulnerabilities = ''
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.
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.
Magic Weapons.
The golem's weapon attacks are magical.
# Actions
Multiattack.
The golem makes two melee attacks.
Slam.
Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8
+ 7) bludgeoning damage.
Sword.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23
(3d10 + 7) slashing damage.
Poison Breath.
The golem exhales poisonous gas in a 15-foot cone. Each creature in
that area must make a DC 19 Constitution saving throw, taking 45
(l0d8) poison damage on a failed save, or half as much damage on a
successful one.
"""
name = 'Iron Golem'
description = 'Large construct, unaligned'
challenge_rating = 16
armor_class = 20
skills = ''
senses = 'Darkvision 120 ft., Passive Perception 10'
languages = "understands the languages of its creator but can't speak"
strength = Ability(24)
dexterity = Ability(9)
constitution = Ability(20)
intelligence = Ability(3)
wisdom = Ability(11)
charisma = Ability(1)
speed = 30
swim_speed = 0
fly_speed = 0
climb_speed = 0
burrow_speed = 0
hp_max = 210
hit_dice = '20d10 + 100'
condition_immunities = 'charmed, exhaustion, frightened, paralyzed, petrified, poisoned'
damage_immunities = "fire, poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine"
damage_resistances = ''
damage_vulnerabilities = ''
spells = []