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295 lines
9.7 KiB
Python
295 lines
9.7 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 Kenku(Monster):
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"""Ambusher.
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In the first round of a combat, the kenku has advantage on
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attack rolls against any creature it surprised.
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Mimicry.
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The kenku can mimic any sounds it has heard, including voices. A
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creature that hears the sounds can tell they are imitations with
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a successful DC 14 Wisdom (Insight) check. ACTIONS
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# Actions
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Shortsword.
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Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
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(1d6 + 3) piercing damage.
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Shortbow.
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Ranged Weapon Attack: +5 to hit, range 80/320 ft., one
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target. Hit: 6 (1d6 + 3) piercing damage.
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"""
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name = 'Kenku'
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description = 'Medium humanoid (kenku), chaotic neutral'
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challenge_rating = 1/4
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armor_class = 13
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skills = 'Deception +4, Perception +2, Stealth +5'
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senses = 'passive Perception 12'
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languages = 'understands Auran and Common but speaks only through the use of its Mimicry trait'
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strength = Ability(10)
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dexterity = Ability(16)
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constitution = Ability(10)
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intelligence = Ability(11)
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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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burrow_speed = 0
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hp_max = 13
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hit_dice = '3d8'
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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 KillerWhale(Monster):
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"""
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Echolocation.
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The whale can't use its blindsight while deafened.
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Hold Breath.
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The whale can hold its breath for 30 minutes
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Keen Hearing.
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The whale has advantage on Wisdom (Perception) checks that rely on
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hearing.
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# Actions
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Bite.
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Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6
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+ 4) piercing damage.
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"""
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name = 'Killer Whale'
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description = 'Huge beast, unaligned'
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challenge_rating = 3
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armor_class = 12
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skills = 'Perception +3'
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senses = 'Blindsight 120 ft., Passive Perception 13'
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languages = ''
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strength = Ability(19)
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dexterity = Ability(10)
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constitution = Ability(13)
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intelligence = Ability(3)
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wisdom = Ability(12)
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charisma = Ability(7)
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speed = 0
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swim_speed = 60
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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 = 90
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hit_dice = '12d12 + 12'
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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 Knight(Monster):
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"""
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Brave.
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The knight has advantage on saving throws against being frightened.
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# Actions
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Multiattack.
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The knight makes two melee attacks.
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Greatsword.
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Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6
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+ 3) slashing damage.
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Heavy Crossbow.
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Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5
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(1d10) piercing damage.
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Leadership.
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For 1 minute, the knight can utter a special command or warning
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whenever a nonhostile creature that it can see within 30 ft. of it
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makes an attack roll or a saving throw. The creature can add a d4 to
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its roll provided it can hear and understand the knight. A creature
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can benefit from only one Leadership die at a time. This effect ends
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if the knight is incapacitated.
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# Reactions
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Parry.
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The knight adds 2 to its AC against one melee attack that would hit
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it. To do so, the knight must see the attacker and be wielding a melee
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weapon.
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"""
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name = 'Knight'
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description = 'Medium humanoid, any alignment'
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challenge_rating = 3
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armor_class = 18
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skills = ''
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senses = 'Passive Perception 10'
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languages = 'any one language (usually Common)'
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strength = Ability(16)
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dexterity = Ability(11)
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constitution = Ability(14)
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intelligence = Ability(11)
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wisdom = Ability(11)
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charisma = Ability(15)
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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 = 52
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hit_dice = '8d8 + 16'
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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 Kobold(Monster):
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"""
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Sunlight Sensitivity.
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While in sunlight, the kobold has disadvantage on attack rolls, as
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well as on Wisdom (Perception) checks that rely on sight.
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Pack Tactics.
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The kobold has advantage on an attack roll against a creature if at
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least one of the kobold's allies is within 5 ft. of the creature and
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the ally isn't incapacitated.
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# Actions
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Dagger.
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Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 +
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2) piercing damage.
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Sling.
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Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4
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(1d4 + 2) bludgeoning damage.
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"""
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name = 'Kobold'
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description = 'Small humanoid, lawful evil'
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challenge_rating = 0.125
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armor_class = 12
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skills = ''
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senses = 'Darkvision 60 ft., Passive Perception 8'
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languages = 'Common, Draconic'
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strength = Ability(7)
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dexterity = Ability(15)
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constitution = Ability(9)
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intelligence = Ability(8)
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wisdom = Ability(7)
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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 = 0
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burrow_speed = 0
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hp_max = 5
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hit_dice = '2d6 + -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 Kraken(Monster):
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"""
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Amphibious.
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The kraken can breathe air and water.
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Freedom of Movement.
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The kraken ignores difficult terrain, and magical effects can't reduce
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its speed or cause it to be restrained. It can spend 5 feet of
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movement to escape from nonmagical restraints or being grappled.
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Siege Monster.
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The kraken deals double damage to objects and structures.
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# Actions
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Multiattack.
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The kraken makes three tentacle attacks, each of which it can replace
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with one use of Fling.
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Bite.
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Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (3d8
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+ 10) piercing damage. If the target is a Large or smaller creature
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grappled by the kraken, that creature is swallowed, and the grapple
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ends. While swallowed, the creature is blinded and restrained, it has
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total cover against attacks and other effects outside the kraken, and
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it takes 42 (12d6) acid damage at the start of each of the kraken's
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turns. If the kraken takes 50 damage or more on a single turn from a
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creature inside it, the kraken must succeed on a DC 25 Constitution
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saving throw at the end of that turn or regurgitate all swallowed
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creatures, which fall prone in a space within 10 feet of the kraken.
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If the kraken dies, a swallowed creature is no longer restrained by it
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and can escape from the corpse using 15 feet of movement, exiting
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prone.
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Tentacle.
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Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (3d6
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+ 10) bludgeoning damage, and the target is grappled (escape DC 18).
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Until this grapple ends, the target is restrained. The kraken has ten
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tentacles, each of which can grapple one target.
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Fling.
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One Large or smaller object held or creature grappled by the kraken is
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thrown up to 60 feet in a random direction and knocked prone. If a
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thrown target strikes a solid surface, the target takes 3 (1d6)
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bludgeoning damage for every 10 feet it was thrown. If the target is
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thrown at another creature, that creature must succeed on a DC 18
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Dexterity saving throw or take the same damage and be knocked prone.
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Lightning Storm.
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The kraken magically creates three bolts of lightning, each of which
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can strike a target the kraken can see within 120 feet of it. A target
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must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning
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damage on a failed save, or half as much damage on a successful one.
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# Legendary Actions
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Tentacle Attack or Fling.
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The kraken makes one tentacle attack or uses its Fling.
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Lightning Storm (Costs 2 Actions).
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The kraken uses Lightning Storm.
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Ink Cloud (Costs 3 Actions).
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While underwater, the kraken expels an ink cloud in a 60-foot radius.
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The cloud spreads around corners, and that area is heavily obscured to
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creatures other than the kraken. Each creature other than the kraken
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that ends its turn there must succeed on a DC 23 Constitution saving
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throw, taking 16 (3d10) poison damage on a failed save, or half as
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much damage on a successful one. A strong current disperses the cloud,
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which otherwise disappears at the end of the kraken's next turn.
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"""
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name = 'Kraken'
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description = 'Gargantuan monstrosity, chaotic evil'
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challenge_rating = 23
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armor_class = 18
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skills = ''
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senses = 'Truesight 120 ft., Passive Perception 14'
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languages = "understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft."
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strength = Ability(30)
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dexterity = Ability(11)
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constitution = Ability(25)
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intelligence = Ability(22)
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wisdom = Ability(18)
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charisma = Ability(20)
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speed = 20
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swim_speed = 60
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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 = 472
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hit_dice = '27d20 + 189'
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condition_immunities = 'frightened, paralyzed'
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damage_immunities = 'lightning, bludgeoning, piercing, and slashing from nonmagical weapons'
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damage_resistances = ''
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damage_vulnerabilities = ''
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spells = []
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