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119 lines
3.9 KiB
Python
119 lines
3.9 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 Quasit(Monster):
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"""
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Shapechanger.
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The quasit can use its action to polymorph into a beast form that
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resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb
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40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form .
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Its 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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Magic Resistance.
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The quasit 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 quasit can serve another creature as a familiar, forming a
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telepathic bond with its willing master. While the two are bonded, the
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master can sense what the quasit senses as long as they are within 1
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mile of each other. While the quasit is within 10 feet of its master,
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the master shares the quasit's Magic Resistance trait. At any time and
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for any reason, the quasit can end its service as a familiar, ending
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the telepathic bond.
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# Actions
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Claw (Bite in Beast Form).
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Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit: 5 (1d4
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+ 3) piercing damage, and the target must succeed on a DC 10
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Constitution saving throw or take 5 (2d4) poison damage and become
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poisoned for 1 minute. The target can repeat the saving throw at the
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end of each of its turns, ending the effect on itself on a success.
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Scare.
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One creature of the quasit's choice within 20 ft. of it must succeed
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on a DC 10 Wisdom saving throw or be frightened for 1 minute. The
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target can repeat the saving throw at the end of each of its turns,
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with disadvantage if the quasit is within line of sight, ending the
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effect on itself on a success.
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Invisibility.
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The quasit magically turns invisible until it attacks or uses Scare,
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or until its concentration ends (as if concentrating on a spell). Any
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equipment the quasit wears or carries is invisible with it.
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"""
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name = 'Quasit'
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description = 'Tiny fiend, chaotic evil'
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challenge_rating = 1
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armor_class = 13
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skills = 'Stealth +5'
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senses = 'Darkvision 120 ft., Passive Perception 10'
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languages = 'Abyssal, Common'
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strength = Ability(5)
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dexterity = Ability(17)
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constitution = Ability(10)
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intelligence = Ability(7)
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wisdom = Ability(10)
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charisma = Ability(10)
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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 = 7
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hit_dice = '3d4 + 0'
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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 Quipper(Monster):
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"""
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Blood Frenzy.
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The quipper has advantage on melee attack rolls against any creature
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that doesn't have all its hit points.
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Water Breathing.
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The quipper can breathe only underwater.
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# Actions
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Bite.
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Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1
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piercing damage.
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"""
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name = 'Quipper'
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description = 'Tiny beast, unaligned'
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challenge_rating = 0
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armor_class = 13
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skills = ''
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senses = 'Darkvision 60 ft., Passive Perception 8'
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languages = ''
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strength = Ability(2)
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dexterity = Ability(16)
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constitution = Ability(9)
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intelligence = Ability(1)
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wisdom = Ability(7)
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charisma = Ability(2)
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speed = 0
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swim_speed = 40
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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 = 1
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hit_dice = '1d4 + -1'
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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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