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292 lines
9.7 KiB
Python
292 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 Nalfeshnee(Monster):
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"""
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Magic Resistance.
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The nalfeshnee 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 nalfeshnee uses Horror Nimbus if it can. It then makes three
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attacks: one with its bite and two with its claws.
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Bite.
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Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32
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(5d10 + 5) piercing damage.
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Claw.
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Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15
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(3d6 + 5) slashing damage.
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Horror Nimbus.
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The nalfeshnee magically emits scintillating, multicolored light. Each
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creature within 15 feet of the nalfeshnee that can see the light must
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succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute.
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A creature can repeat the saving throw at the end of each of its
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turns, ending the effect on itself on a success. If a creature's
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saving throw is successful or the effect ends for it, the creature is
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immune to the nalfeshnee's Horror Nimbus for the next 24 hours.
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Teleport.
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The nalfeshnee magically teleports, along with any equipment it is
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wearing or carrying, up to 120 feet to an unoccupied space it can see.
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Variant: Summon Demon.
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The demon chooses what to summon and attempts a magical summoning.
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A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3
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hezrous, 1d2 glabrezus, or one nalfeshnee.
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A summoned demon appears in an unoccupied space within 60 feet of its
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summoner, acts as an ally of its summoner, and can't summon other
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demons. It remains for 1 minute, until it or its summoner dies, or
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until its summoner dismisses it as an action.
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"""
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name = 'Nalfeshnee'
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description = 'Large fiend, chaotic evil'
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challenge_rating = 13
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armor_class = 18
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skills = ''
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senses = 'Truesight 120 ft., Passive Perception 11'
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languages = 'Abyssal, telepathy 120 ft.'
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strength = Ability(21)
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dexterity = Ability(10)
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constitution = Ability(22)
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intelligence = Ability(19)
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wisdom = Ability(12)
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charisma = Ability(15)
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speed = 20
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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 = 184
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hit_dice = '16d10 + 96'
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condition_immunities = 'poisoned'
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damage_immunities = 'poison'
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damage_resistances = 'cold'
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damage_vulnerabilities = ''
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spells = []
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class NightHag(Monster):
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"""
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Innate Spellcasting.
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The hag's innate spellcasting ability is Charisma (spell save DC 14,
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+6 to hit with spell attacks). She can innately cast the following
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spells, requiring no material components:
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At will: detect magic, magic missile
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2/day each: plane shift (self only), ray of enfeeblement, sleep
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Magic Resistance.
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The hag has advantage on saving throws against spells and other
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magical effects.
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Night Hag Items.
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A night hag carries two very rare magic items that she must craft for
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herself If either object is lost, the night hag will go to great
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lengths to retrieve it, as creating a new tool takes time and effort.
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Heartstone: This lustrous black gem allows a night hag to become
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ethereal while it is in her possession. The touch of a heartstone also
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cures any disease. Crafting a heartstone takes 30 days.
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Soul Bag: When an evil humanoid dies as a result of a night hag's
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Nightmare Haunting, the hag catches the soul in this black sack made
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of stitched flesh. A soul bag can hold only one evil soul at a time,
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and only the night hag who crafted the bag can catch a soul with it.
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Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh
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is used to make the bag).
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# Actions
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Claws (Hag Form Only).
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Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8
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+ 4) slashing damage.
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Change Shape.
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The hag magically polymorphs into a Small or Medium female humanoid,
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or back into her true form. Her statistics are the same in each form.
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Any equipment she is wearing or carrying isn't transformed. She
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reverts to her true form if she dies.
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Etherealness.
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The hag magically enters the Ethereal Plane from the Material Plane,
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or vice versa. To do so, the hag must have a heartstone in her
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possession.
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Nightmare Haunting.
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While on the Ethereal Plane, the hag magically touches a sleeping
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humanoid on the Material Plane. A protection from evil and good spell
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cast on the target prevents this contact, as does a magic circle. As
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long as the contact persists, the target has dreadful visions. If
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these visions last for at least 1 hour, the target gains no benefit
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from its rest, and its hit point maximum is reduced by 5 (1d10). If
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this effect reduces the target's hit point maximum to 0, the target
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dies, and if the target was evil, its soul is trapped in the hag's
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soul bag. The reduction to the target's hit point maximum lasts until
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removed by the greater restoration spell or similar magic.
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"""
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name = 'Night Hag'
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description = 'Medium fiend, neutral evil'
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challenge_rating = 5
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armor_class = 17
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skills = 'Deception +7, Insight +6, Perception +6, Stealth +6'
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senses = 'Darkvision 120 ft., Passive Perception 16'
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languages = 'Abyssal, Common, Infernal, Primordial'
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strength = Ability(18)
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dexterity = Ability(15)
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constitution = Ability(16)
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intelligence = Ability(16)
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wisdom = Ability(14)
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charisma = Ability(16)
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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 = 112
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hit_dice = '15d8 + 45'
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condition_immunities = 'charmed'
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damage_immunities = ''
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damage_resistances = 'cold'
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damage_vulnerabilities = ''
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spells = []
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class Nightmare(Monster):
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"""
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Confer Fire Resistance.
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The nightmare can grant resistance to fire damage to anyone riding it.
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Illumination.
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The nightmare sheds bright light in a 10-foot radius and dim light for
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an additional 10 feet.
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# Actions
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Hooves.
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Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8
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+ 4) bludgeoning damage plus 7 (2d6) fire damage.
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Ethereal Stride.
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The nightmare and up to three willing creatures within 5 feet of it
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magically enter the Ethereal Plane from the Material Plane, or vice
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versa.
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"""
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name = 'Nightmare'
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description = 'Large fiend, neutral evil'
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challenge_rating = 3
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armor_class = 13
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skills = ''
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senses = 'Passive Perception 11'
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languages = "understands Abyssal, Common, and Infernal but can't speak"
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strength = Ability(18)
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dexterity = Ability(15)
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constitution = Ability(16)
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intelligence = Ability(10)
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wisdom = Ability(13)
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charisma = Ability(15)
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speed = 60
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swim_speed = 0
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fly_speed = 90
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climb_speed = 0
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burrow_speed = 0
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hp_max = 68
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hit_dice = '8d10 + 24'
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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 Noble(Monster):
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"""
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# Actions
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Rapier.
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Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 +
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1) piercing damage.
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# Reactions
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Parry.
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The noble adds 2 to its AC against one melee attack that would hit it.
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To do so, the noble must see the attacker and be wielding a melee
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weapon.
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"""
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name = 'Noble'
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description = 'Medium humanoid, any alignment'
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challenge_rating = 0.125
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armor_class = 15
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skills = 'Deception +5, Insight +4, Persuasion +5'
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senses = 'Passive Perception 12'
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languages = 'any two languages'
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strength = Ability(11)
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dexterity = Ability(12)
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constitution = Ability(11)
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intelligence = Ability(12)
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wisdom = Ability(14)
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charisma = Ability(16)
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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 = 9
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hit_dice = '2d8 + 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 Nothic(Monster):
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"""Keen Sight
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The nothic has advantage on Wisdom (Perception) checks that rely
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on sight.
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Multiattack
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The nothic makes two claw attacks.
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Claw
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Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6
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(1d6 + 3) slashing damage.
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Rotting Gaze
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The nothic targets one creature it can see within 30 feet of
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it. The target must succeed on a DC 12 Constitution saving throw
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against this magic or take 10 (3d6) necrotic damage.
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Weird Insight
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The nothic targets one creature it can see within 30 feet of
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it. The target must contest its Charisma (Deception) check
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against the nothic’s Wisdom (Insight) check. If the nothic wins,
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it magically learns one fact or secret about the target. The
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target automatically wins if it is immune to being charmed.
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"""
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name = 'Nothic'
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description = 'Medium aberration, neutral evil'
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challenge_rating = 2.0
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armor_class = 15
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skills = 'Arcana +3, Insight +4, Perception +2, Stealth +5'
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senses = 'Truesight 120ft., Passive Perception 12'
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languages = 'Undercommon'
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strength = Ability(14)
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dexterity = Ability(16)
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constitution = Ability(16)
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intelligence = Ability(13)
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wisdom = Ability(10)
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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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hp_max = 45
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hit_dice = '6d8+18'
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spells = []
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