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307 lines
11 KiB
Python
307 lines
11 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 IceDevil(Monster):
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"""
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Devil's Sight.
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Magical darkness doesn't impede the devil's darkvision.
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Magic Resistance.
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The devil 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 devil makes three attacks: one with its bite, one with its claws,
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and one with its tail.
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Bite.
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Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6
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+ 5) piercing damage plus 10 (3d6) cold damage.
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Claws.
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Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4
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+ 5) slashing damage plus 10 (3d6) cold damage.
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Tail.
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Melee Weapon Attack:+10 to hit, reach 10 ft., one target. Hit: 12 (2d6
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+ 5) bludgeoning damage plus 10 (3d6) cold damage.
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Wall of Ice.
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The devil magically forms an opaque wall of ice on a solid surface it
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can see within 60 feet of it. The wall is 1 foot thick and up to 30
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feet long and 10 feet high, or it's a hemispherical dome up to 20 feet
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in diameter.
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When the wall appears, each creature in its space is pushed out of it
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by the shortest route. The creature chooses which side of the wall to
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end up on, unless the creature is incapacitated. The creature then
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makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on
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a failed save, or half as much damage on a successful one.
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The wall lasts for 1 minute or until the devil is incapacitated or
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dies. The wall can be damaged and breached; each 10-foot section has
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AC 5, 30 hit points, vulnerability to fire damage, and immunity to
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acid, cold, necrotic, poison, and psychic damage. If a section is
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destroyed, it leaves behind a sheet of frigid air in the space the
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wall occupied. Whenever a creature finishes moving through the frigid
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air on a turn, willingly or otherwise, the creature must make a DC 17
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Constitution saving throw, taking 17 (5d6) cold damage on a failed
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save, or half as much damage on a successful one. The frigid air
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dissipates when the rest of the wall vanishes.
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"""
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name = 'Ice Devil'
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description = 'Large fiend, lawful evil'
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challenge_rating = 14
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armor_class = 18
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skills = ''
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senses = 'Blindsight 60 ft., Darkvision 120 ft., Passive Perception 12'
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languages = 'Infernal, telepathy 120 ft.'
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strength = Ability(21)
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dexterity = Ability(14)
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constitution = Ability(18)
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intelligence = Ability(18)
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wisdom = Ability(15)
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charisma = Ability(18)
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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 = 180
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hit_dice = '19d10 + 76'
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condition_immunities = 'poisoned'
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damage_immunities = 'fire, poison'
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damage_resistances = "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"
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damage_vulnerabilities = ''
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spells = []
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class IceMephit(Monster):
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"""
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Death Burst.
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When the mephit dies, it explodes in a burst of jagged ice. Each
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creature within 5 ft. of it must make a DC 10 Dexterity saving throw,
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taking 4 (1d8) slashing damage on a failed save, or half as much
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damage on a successful one.
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False Appearance.
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While the mephit remains motionless, it is indistinguishable from an
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ordinary shard of ice.
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Innate Spellcasting.
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The mephit can innately cast fog cloud, requiring no material
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components. Its innate spellcasting ability is Charisma.
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# Actions
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Claws.
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Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4
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+ 1) slashing damage plus 2 (1d4) cold damage.
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Frost Breath (Recharge 6).
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The mephit exhales a 15-foot cone of cold air. Each creature in that
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area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4)
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cold damage on a failed save, or half as much damage on a successful
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one.
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Variant: Summon Mephits.
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The mephit has a 25 percent chance of summoning 1d4 mephits of its
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kind. A summoned mephit appears in an unoccupied space within 60 feet
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of its summoner, acts as an ally of its summoner, and can't summon
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other mephits. It remains for 1 minute, until it or its summoner dies,
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or until its summoner dismisses it as an action.
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"""
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name = 'Ice Mephit'
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description = 'Small elemental, neutral evil'
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challenge_rating = 0.5
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armor_class = 11
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skills = 'Perception +2, Stealth +3'
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senses = 'Darkvision 60 ft., Passive Perception 12'
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languages = 'Aquan, Auran'
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strength = Ability(7)
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dexterity = Ability(13)
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constitution = Ability(10)
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intelligence = Ability(9)
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wisdom = Ability(11)
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charisma = Ability(12)
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speed = 30
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swim_speed = 0
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fly_speed = 30
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climb_speed = 0
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burrow_speed = 0
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hp_max = 21
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hit_dice = '6d6 + 0'
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condition_immunities = 'poisoned'
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damage_immunities = 'cold, poison'
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damage_resistances = ''
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damage_vulnerabilities = 'bludgeoning, fire'
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spells = []
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class Imp(Monster):
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"""
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Shapechanger.
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The imp can use its action to polymorph into a beast form that
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resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a
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spider (20 ft., climb 20 ft.), or back into its true form. Its
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statistics are the same in each form, except for the speed changes
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noted. Any equipment it is wearing or carrying isn't transformed. It
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reverts to its true form if it dies.
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Devil's Sight.
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Magical darkness doesn't impede the imp's darkvision.
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Magic Resistance.
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The imp has advantage on saving throws against spells and other
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magical effects.
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Variant: Familiar.
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The imp can serve another creature as a familiar, forming a telepathic
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bond with its willing master. While the two are bonded, the master can
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sense what the quasit senses as long as they are within 1 mile of each
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other. While the imp is within 10 feet of its master, the master
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shares the quasit's Magic Resistance trait. At any time and for any
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reason, the imp can end its service as a familiar, ending the
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telepathic bond.
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# Actions
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Sting (Bite in Beast Form).
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Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 5 (1d4
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+ 3) piercing damage, and the target must make on a DC 11 Constitution
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saving throw, taking 10 (3d6) poison damage on a failed save, or half
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as much damage on a successful one.
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Invisibility.
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The imp magically turns invisible until it attacks, or until its
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concentration ends (as if concentrating on a spell). Any equipment the
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imp wears or carries is invisible with it.
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"""
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name = 'Imp'
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description = 'Tiny fiend, lawful evil'
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challenge_rating = 1
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armor_class = 13
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skills = 'Deception +4, Insight +3, Persuasion +4, Stealth +5'
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senses = 'Darkvision 120 ft., Passive Perception 11'
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languages = 'Infernal, Common'
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strength = Ability(6)
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dexterity = Ability(17)
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constitution = Ability(13)
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intelligence = Ability(11)
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wisdom = Ability(12)
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charisma = Ability(14)
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speed = 20
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swim_speed = 0
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fly_speed = 40
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climb_speed = 0
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burrow_speed = 0
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hp_max = 10
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hit_dice = '3d4 + 3'
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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 InvisibleStalker(Monster):
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"""
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Invisibility.
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The stalker is invisible.
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Faultless Tracker.
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The stalker is given a quarry by its summoner. The stalker knows the
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direction and distance to its quarry as long as the two of them are on
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the same plane of existence. The stalker also knows the location of
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its summoner.
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# Actions
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Multiattack.
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The stalker makes two slam attacks.
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Slam.
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Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6
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+ 3) bludgeoning damage.
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"""
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name = 'Invisible Stalker'
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description = 'Medium elemental, neutral'
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challenge_rating = 6
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armor_class = 14
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skills = 'Perception +8, Stealth +10'
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senses = 'Darkvision 60 ft., Passive Perception 18'
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languages = "Auran, understands Common but doesn't speak it"
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strength = Ability(16)
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dexterity = Ability(19)
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constitution = Ability(14)
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intelligence = Ability(10)
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wisdom = Ability(15)
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charisma = Ability(11)
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speed = 50
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swim_speed = 0
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fly_speed = 50
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climb_speed = 0
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burrow_speed = 0
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hp_max = 104
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hit_dice = '16d8 + 32'
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condition_immunities = 'exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, 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 = ''
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spells = []
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class IronGolem(Monster):
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"""
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Fire Absorption.
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Whenever the golem is subjected to fire damage, it takes no damage and
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instead regains a number of hit points equal to the fire damage dealt.
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Immutable Form.
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The golem is immune to any spell or effect that would alter its form.
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Magic Resistance.
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The golem has advantage on saving throws against spells and other
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magical effects.
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Magic Weapons.
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The golem's weapon attacks are magical.
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# Actions
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Multiattack.
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The golem makes two melee attacks.
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Slam.
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Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8
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+ 7) bludgeoning damage.
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Sword.
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Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23
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(3d10 + 7) slashing damage.
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Poison Breath.
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The golem exhales poisonous gas in a 15-foot cone. Each creature in
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that area must make a DC 19 Constitution saving throw, taking 45
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(l0d8) poison damage on a failed save, or half as much damage on a
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successful one.
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"""
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name = 'Iron Golem'
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description = 'Large construct, unaligned'
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challenge_rating = 16
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armor_class = 20
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skills = ''
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senses = 'Darkvision 120 ft., Passive Perception 10'
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languages = "understands the languages of its creator but can't speak"
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strength = Ability(24)
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dexterity = Ability(9)
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constitution = Ability(20)
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intelligence = Ability(3)
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wisdom = Ability(11)
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charisma = Ability(1)
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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 = 0
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hp_max = 210
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hit_dice = '20d10 + 100'
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condition_immunities = 'charmed, exhaustion, frightened, paralyzed, petrified, poisoned'
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damage_immunities = "fire, poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine"
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damage_resistances = ''
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damage_vulnerabilities = ''
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spells = []
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