mirror of
https://github.com/Threnklyn/dungeon-sheets.git
synced 2026-06-05 20:38:26 +02:00
422 lines
15 KiB
Python
422 lines
15 KiB
Python
"""
|
|
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 Vampire(Monster):
|
|
"""
|
|
|
|
Shapechanger.
|
|
If the vampire isn't in sun light or running water, it can use its
|
|
action to polymorph into a Tiny bat or a Medium cloud of mist, or back
|
|
into its true form.
|
|
|
|
While in bat form, the vampire can't speak, its walking speed is 5
|
|
feet, and it has a flying speed of 30 feet. Its statistics, other than
|
|
its size and speed, are unchanged. Anything it is wearing transforms
|
|
with it, but nothing it is carrying does. It reverts to its true form
|
|
if it dies.
|
|
|
|
While in mist form, the vampire can't take any actions, speak, or
|
|
manipulate objects. It is weightless, has a flying speed of 20 feet,
|
|
can hover, and can enter a hostile creature's space and stop there. In
|
|
addition, if air can pass through a space, the mist can do so without
|
|
squeezing, and it can't pass through water. It has advantage on
|
|
Strength, Dexterity, and Constitution saving throws, and it is immune
|
|
to all nonmagical damage, except the damage it takes from sunlight.
|
|
Legendary Resistance.
|
|
If the vampire fails a saving throw, it can choose to succeed instead.
|
|
Misty Escape.
|
|
When it drops to 0 hit points outside its resting place, the vampire
|
|
transforms into a cloud of mist (as in the Shapechanger trait) instead
|
|
of falling unconscious, provided that it isn't in sunlight or running
|
|
water. If it can't transform, it is destroyed.
|
|
|
|
While it has 0 hit points in mist form, it can't revert to its vampire
|
|
form, and it must reach its resting place within 2 hours or be
|
|
destroyed. Once in its resting place, it reverts to its vampire form.
|
|
It is then paralyzed until it regains at least 1 hit point. After
|
|
spending 1 hour in its resting place with 0 hit points, it regains 1
|
|
hit point.
|
|
Regeneration.
|
|
The vampire regains 20 hit points at the start of its turn if it has
|
|
at least 1 hit point and isn't in sunlight or running water. If the
|
|
vampire takes radiant damage or damage from holy water, this trait
|
|
doesn't function at the start of the vampire's next turn.
|
|
Spider Climb.
|
|
The vampire can climb difficult surfaces, including upside down on
|
|
ceilings, without needing to make an ability check.
|
|
Vampire Weaknesses.
|
|
The vampire has the following flaws:
|
|
|
|
Forbiddance. The vampire can't enter a residence without an invitation
|
|
from one of the occupants.
|
|
|
|
Harmed by Running Water. The vampire takes 20 acid damage if it ends
|
|
its turn in running water.
|
|
|
|
Stake to the Heart. If a piercing weapon made of wood is driven into
|
|
the vampire's heart while the vampire is incapacitated in its resting
|
|
place, the vampire is paralyzed until the stake is removed.
|
|
|
|
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it
|
|
starts its turn in sunlight. While in sunlight, it has disadvantage on
|
|
attack rolls and ability checks.
|
|
|
|
# Actions
|
|
|
|
Multiattack (Vampire Form Only).
|
|
The vampire makes two attacks, only one of which can be a bite attack.
|
|
Unarmed Strike (Vampire Form Only).
|
|
Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8
|
|
+ 4) bludgeoning damage. Instead of dealing damage, the vampire can
|
|
grapple the target (escape DC 18).
|
|
Bite (Bat or Vampire Form Only).
|
|
Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or
|
|
a creature that is grappled by the vampire, incapacitated, or
|
|
restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic
|
|
damage. The target's hit point maximum is reduced by an amount equal
|
|
to the necrotic damage taken, and the vampire regains hit points equal
|
|
to that amount. The reduction lasts until the target finishes a long
|
|
rest. The target dies if this effect reduces its hit point maximum to
|
|
0. A humanoid slain in this way and then buried in the ground rises
|
|
the following night as a vampire spawn under the vampire's control.
|
|
Charm.
|
|
The vampire targets one humanoid it can see within 30 ft. of it. If
|
|
the target can see the vampire, the target must succeed on a DC 17
|
|
Wisdom saving throw against this magic or be charmed by the vampire.
|
|
The charmed target regards the vampire as a trusted friend to be
|
|
heeded and protected. Although the target isn't under the vampire's
|
|
control, it takes the vampire's requests or actions in the most
|
|
favorable way it can, and it is a willing target for the vampire's bit
|
|
attack.
|
|
|
|
Each time the vampire or the vampire's companions do anything harmful
|
|
to the target, it can repeat the saving throw, ending the effect on
|
|
itself on a success. Otherwise, the effect lasts 24 hours or until the
|
|
vampire is destroyed, is on a different plane of existence than the
|
|
target, or takes a bonus action to end the effect.
|
|
Children of the Night.
|
|
The vampire magically calls 2d4 swarms of bats or rats, provided that
|
|
the sun isn't up. While outdoors, the vampire can call 3d6 wolves
|
|
instead. The called creatures arrive in 1d4 rounds, acting as allies
|
|
of the vampire and obeying its spoken commands. The beasts remain for
|
|
1 hour, until the vampire dies, or until the vampire dismisses them as
|
|
a bonus action.
|
|
|
|
# Legendary Actions
|
|
|
|
Move.
|
|
The vampire moves up to its speed without provoking opportunity
|
|
attacks.
|
|
Unarmed Strike.
|
|
The vampire makes one unarmed strike.
|
|
Bite (Costs 2 Actions).
|
|
The vampire makes one bite attack.
|
|
"""
|
|
name = 'Vampire'
|
|
description = 'Medium undead, lawful evil'
|
|
challenge_rating = 13
|
|
armor_class = 16
|
|
skills = 'Perception +7, Stealth +9'
|
|
senses = 'Darkvision 120 ft., Passive Perception 17'
|
|
languages = 'the languages it knew in life'
|
|
strength = Ability(18)
|
|
dexterity = Ability(18)
|
|
constitution = Ability(18)
|
|
intelligence = Ability(17)
|
|
wisdom = Ability(15)
|
|
charisma = Ability(18)
|
|
speed = 30
|
|
swim_speed = 0
|
|
fly_speed = 0
|
|
climb_speed = 0
|
|
burrow_speed = 0
|
|
hp_max = 144
|
|
hit_dice = '17d8 + 68'
|
|
condition_immunities = ''
|
|
damage_immunities = ''
|
|
damage_resistances = 'necrotic'
|
|
damage_vulnerabilities = ''
|
|
spells = []
|
|
|
|
|
|
class VampireSpawn(Monster):
|
|
"""
|
|
|
|
Regeneration.
|
|
The vampire regains 10 hit points at the start of its turn if it has
|
|
at least 1 hit point and isn't in sunlight or running water. If the
|
|
vampire takes radiant damage or damage from holy water, this trait
|
|
doesn't function at the start of the vampire's next turn.
|
|
Spider Climb.
|
|
The vampire can climb difficult surfaces, including upside down on
|
|
ceilings, without needing to make an ability check.
|
|
Vampire Weaknesses.
|
|
The vampire has the following flaws:
|
|
|
|
Forbiddance. The vampire can't enter a residence without an invitation
|
|
from one of the occupants.
|
|
|
|
Harmed by Running Water. The vampire takes 20 acid damage when it ends
|
|
its turn in running water.
|
|
|
|
Stake to the Heart. The vampire is destroyed if a piercing weapon made
|
|
of wood is driven into its heart while it is incapacitated in its
|
|
resting place.
|
|
|
|
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it
|
|
starts its turn in sunlight. While in sunlight, it has disadvantage on
|
|
attack rolls and ability checks.
|
|
|
|
# Actions
|
|
|
|
Multiattack.
|
|
The vampire makes two attacks, only one of which can be a bite attack.
|
|
Bite.
|
|
Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or
|
|
a creature that is grappled by the vampire, incapacitated, or
|
|
restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic
|
|
damage. The target's hit point maximum is reduced by an amount equal
|
|
to the necrotic damage taken, and the vampire regains hit points equal
|
|
to that amount. The reduction lasts until the target finishes a long
|
|
rest. The target dies if this effect reduces its hit point maximum to
|
|
0.
|
|
Claws.
|
|
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4
|
|
+ 3) slashing damage. Instead of dealing damage, the vampire can
|
|
grapple the target (escape DC 13).
|
|
"""
|
|
name = 'Vampire Spawn'
|
|
description = 'Medium undead, neutral evil'
|
|
challenge_rating = 5
|
|
armor_class = 15
|
|
skills = 'Perception +3, Stealth +6'
|
|
senses = 'Darkvision 60 ft., Passive Perception 13'
|
|
languages = 'the languages it knew in life'
|
|
strength = Ability(16)
|
|
dexterity = Ability(16)
|
|
constitution = Ability(16)
|
|
intelligence = Ability(11)
|
|
wisdom = Ability(10)
|
|
charisma = Ability(12)
|
|
speed = 30
|
|
swim_speed = 0
|
|
fly_speed = 0
|
|
climb_speed = 0
|
|
burrow_speed = 0
|
|
hp_max = 82
|
|
hit_dice = '11d8 + 33'
|
|
condition_immunities = ''
|
|
damage_immunities = ''
|
|
damage_resistances = 'necrotic'
|
|
damage_vulnerabilities = ''
|
|
spells = []
|
|
|
|
|
|
class Veteran(Monster):
|
|
"""
|
|
|
|
# Actions
|
|
|
|
Multiattack.
|
|
The veteran makes two longsword attacks. If it has a shortsword drawn,
|
|
it can also make a shortsword attack.
|
|
Longsword.
|
|
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 +
|
|
3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two
|
|
hands.
|
|
Shortsword.
|
|
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +
|
|
3) piercing damage.
|
|
Heavy Crossbow.
|
|
Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6
|
|
(1d10 + 1) piercing damage.
|
|
"""
|
|
name = 'Veteran'
|
|
description = 'Medium humanoid, any alignment'
|
|
challenge_rating = 3
|
|
armor_class = 17
|
|
skills = 'Athletics +5, Perception +2'
|
|
senses = 'Passive Perception 12'
|
|
languages = 'any one language (usually Common)'
|
|
strength = Ability(16)
|
|
dexterity = Ability(13)
|
|
constitution = Ability(14)
|
|
intelligence = Ability(10)
|
|
wisdom = Ability(11)
|
|
charisma = Ability(10)
|
|
speed = 30
|
|
swim_speed = 0
|
|
fly_speed = 0
|
|
climb_speed = 0
|
|
burrow_speed = 0
|
|
hp_max = 58
|
|
hit_dice = '9d8 + 18'
|
|
condition_immunities = ''
|
|
damage_immunities = ''
|
|
damage_resistances = ''
|
|
damage_vulnerabilities = ''
|
|
spells = []
|
|
|
|
|
|
class VioletFungus(Monster):
|
|
"""
|
|
|
|
False Appearance.
|
|
While the violet fungus remains motionless, it is indistinguishable
|
|
from an ordinary fungus.
|
|
|
|
# Actions
|
|
|
|
Multiattack.
|
|
The fungus makes 1d4 Rotting Touch attacks.
|
|
Rotting Touch.
|
|
Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4
|
|
(1d8) necrotic damage.
|
|
"""
|
|
name = 'Violet Fungus'
|
|
description = 'Medium plant, unaligned'
|
|
challenge_rating = 0.25
|
|
armor_class = 5
|
|
skills = ''
|
|
senses = 'Blindsight 30 ft. (blind beyond this radius), Passive Perception 6'
|
|
languages = ''
|
|
strength = Ability(3)
|
|
dexterity = Ability(1)
|
|
constitution = Ability(10)
|
|
intelligence = Ability(1)
|
|
wisdom = Ability(3)
|
|
charisma = Ability(1)
|
|
speed = 5
|
|
swim_speed = 0
|
|
fly_speed = 0
|
|
climb_speed = 0
|
|
burrow_speed = 0
|
|
hp_max = 18
|
|
hit_dice = '4d8 + 0'
|
|
condition_immunities = 'blinded, blinded, frightened'
|
|
damage_immunities = ''
|
|
damage_resistances = ''
|
|
damage_vulnerabilities = ''
|
|
spells = []
|
|
|
|
|
|
class Vrock(Monster):
|
|
"""
|
|
|
|
Magic Resistance.
|
|
The vrock has advantage on saving throws against spells and other
|
|
magical effects.
|
|
|
|
# Actions
|
|
|
|
Multiattack.
|
|
The vrock makes two attacks: one with its beak and one with its
|
|
talons.
|
|
Beak.
|
|
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6
|
|
+ 3) piercing damage.
|
|
Talons.
|
|
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10
|
|
+ 3) slashing damage.
|
|
Spores (Recharge 6).
|
|
A 15-foot-radius cloud of toxic spores extends out from the vrock. The
|
|
spores spread around corners. Each creature in that area must succeed
|
|
on a DC 14 Constitution saving throw or become poisoned. While
|
|
poisoned in this way, a target takes 5 (1d10) poison damage at the
|
|
start of each of its turns. A target can repeat the saving throw at
|
|
the end of each of its turns, ending the effect on itself on a
|
|
success. Emptying a vial of holy water on the target also ends the
|
|
effect on it.
|
|
Stunning Screech.
|
|
The vrock emits a horrific screech. Each creature within 20 feet of it
|
|
that can hear it and that isn't a demon must succeed on a DC 14
|
|
Constitution saving throw or be stunned until the end of the vrock's
|
|
next turn .
|
|
Variant: Summon Demon.
|
|
The demon chooses what to summon and attempts a magical summoning.
|
|
|
|
A vrock has a 30 percent chance of summoning 2d4 dretches or one
|
|
vrock.
|
|
|
|
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 = 'Vrock'
|
|
description = 'Large fiend, chaotic evil'
|
|
challenge_rating = 6
|
|
armor_class = 15
|
|
skills = ''
|
|
senses = 'Darkvision 120 ft., Passive Perception 11'
|
|
languages = 'Abyssal, telepathy 120 ft.'
|
|
strength = Ability(17)
|
|
dexterity = Ability(15)
|
|
constitution = Ability(18)
|
|
intelligence = Ability(8)
|
|
wisdom = Ability(13)
|
|
charisma = Ability(8)
|
|
speed = 40
|
|
swim_speed = 0
|
|
fly_speed = 60
|
|
climb_speed = 0
|
|
burrow_speed = 0
|
|
hp_max = 104
|
|
hit_dice = '11d10 + 44'
|
|
condition_immunities = 'poisoned'
|
|
damage_immunities = 'poison'
|
|
damage_resistances = 'cold'
|
|
damage_vulnerabilities = ''
|
|
spells = []
|
|
|
|
|
|
class Vulture(Monster):
|
|
"""
|
|
|
|
Keen Sight and Smell.
|
|
The vulture has advantage on Wisdom (Perception) checks that rely on
|
|
sight or smell.
|
|
Pack Tactics.
|
|
The vulture has advantage on an attack roll against a creature if at
|
|
least one of the vulture's allies is within 5 ft. of the creature and
|
|
the ally isn't incapacitated.
|
|
|
|
# Actions
|
|
|
|
Beak.
|
|
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4)
|
|
piercing damage.
|
|
"""
|
|
name = 'Vulture'
|
|
description = 'Medium beast, unaligned'
|
|
challenge_rating = 0
|
|
armor_class = 10
|
|
skills = 'Perception +3'
|
|
senses = 'Passive Perception 13'
|
|
languages = ''
|
|
strength = Ability(7)
|
|
dexterity = Ability(10)
|
|
constitution = Ability(13)
|
|
intelligence = Ability(2)
|
|
wisdom = Ability(12)
|
|
charisma = Ability(4)
|
|
speed = 10
|
|
swim_speed = 0
|
|
fly_speed = 50
|
|
climb_speed = 0
|
|
burrow_speed = 0
|
|
hp_max = 5
|
|
hit_dice = '1d8 + 1'
|
|
condition_immunities = ''
|
|
damage_immunities = ''
|
|
damage_resistances = ''
|
|
damage_vulnerabilities = ''
|
|
spells = []
|