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