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dungeon-sheets/dungeonsheets/monsters/monsters_h.py
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2022-01-08 15:15:46 -06:00

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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 HalfRedDragonVeteran(Monster):
"""
# Actions
Multiattack.
The veteran makes two longsword attacks. If it has a shortsword drawn,
it can also make a shortsword attack.
Longsword.
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.
Fire Breath.
The veteran exhales fire in a 15-foot cone. Each creature in that area
must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage
on a failed save, or half as much damage on a successful one.
"""
name = 'Half-Red Dragon Veteran'
description = 'Medium humanoid, any alignment'
challenge_rating = 5
armor_class = 18
skills = ''
senses = 'Blindsight 10 ft., Darkvision 60 ft., Passive Perception 12'
languages = 'Common, Draconic'
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 = 65
hit_dice = '10d8 + 20'
condition_immunities = ''
damage_immunities = ''
damage_resistances = 'fire'
damage_vulnerabilities = ''
spells = []
class Harpy(Monster):
"""
# Actions
Multiattack.
The harpy makes two attacks: one with its claws and one with its club.
Claws.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 +
1) slashing damage.
Club.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 +
1) bludgeoning damage.
Luring Song.
The harpy sings a magical melody. Every humanoid and giant within 300
ft. of the harpy that can hear the song must succeed on a DC 11 Wisdom
saving throw or be charmed until the song ends. The harpy must take a
bonus action on its subsequent turns to continue singing. It can stop
singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a target is incapacitated and ignores the
songs of other harpies. If the charmed target is more than 5 ft. away
from the harpy, the must move on its turn toward the harpy by the most
direct route. It doesn't avoid opportunity attacks, but before moving
into damaging terrain, such as lava or a pit, and whenever it takes
damage from a source other than the harpy, a target can repeat the
saving throw. A creature can also repeat the saving throw at the end
of each of its turns. If a creature's saving throw is successful, the
effect ends on it.
A target that successfully saves is immune to this harpy's song for
the next 24 hours.
"""
name = 'Harpy'
description = 'Medium monstrosity, chaotic evil'
challenge_rating = 1
armor_class = 11
skills = ''
senses = 'Passive Perception 10'
languages = 'Common'
strength = Ability(12)
dexterity = Ability(13)
constitution = Ability(12)
intelligence = Ability(7)
wisdom = Ability(10)
charisma = Ability(13)
speed = 20
swim_speed = 0
fly_speed = 40
climb_speed = 0
burrow_speed = 0
hp_max = 38
hit_dice = '7d8 + 7'
condition_immunities = ''
damage_immunities = ''
damage_resistances = ''
damage_vulnerabilities = ''
spells = []
class Hawk(Monster):
"""
Keen Sight.
The hawk has advantage on Wisdom (Perception) checks that rely on
sight.
# Actions
Talons.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1
slashing damage.
"""
name = 'Hawk'
description = 'Tiny beast, unaligned'
challenge_rating = 0
armor_class = 13
skills = 'Perception +4'
senses = 'Passive Perception 14'
languages = ''
strength = Ability(5)
dexterity = Ability(16)
constitution = Ability(8)
intelligence = Ability(2)
wisdom = Ability(14)
charisma = Ability(6)
speed = 10
swim_speed = 0
fly_speed = 60
climb_speed = 0
burrow_speed = 0
hp_max = 1
hit_dice = '1d4 + -1'
condition_immunities = ''
damage_immunities = ''
damage_resistances = ''
damage_vulnerabilities = ''
spells = []
class HellHound(Monster):
"""
Keen Hearing and Smell.
The hound has advantage on Wisdom (Perception) checks that rely on
hearing or smell.
Pack Tactics.
The hound has advantage on an attack roll against a creature if at
least one of the hound's allies is within 5 ft. of the creature and
the ally isn't incapacitated.
# Actions
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 +
3) piercing damage plus 7 (2d6) fire damage.
Fire Breath.
The hound exhales fire in a 15-foot cone. Each creature in that area
must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage
on a failed save, or half as much damage on a successful one.
"""
name = 'Hell Hound'
description = 'Medium fiend, lawful evil'
challenge_rating = 3
armor_class = 15
skills = 'Perception +5'
senses = 'Darkvision 60 ft., Passive Perception 15'
languages = "understands Infernal but can't speak it"
strength = Ability(17)
dexterity = Ability(12)
constitution = Ability(14)
intelligence = Ability(6)
wisdom = Ability(13)
charisma = Ability(6)
speed = 50
swim_speed = 0
fly_speed = 0
climb_speed = 0
burrow_speed = 0
hp_max = 45
hit_dice = '7d8 + 14'
condition_immunities = ''
damage_immunities = 'fire'
damage_resistances = ''
damage_vulnerabilities = ''
spells = []
class Hezrou(Monster):
"""
Magic Resistance.
The hezrou has advantage on saving throws against spells and other
magical effects.
Stench.
Any creature that starts its turn within 10 feet of the hezrou must
succeed on a DC 14 Constitution saving throw or be poisoned until the
start of its next turn. On a successful saving throw, the creature is
immune to the hezrou's stench for 24 hours.
# Actions
Multiattack.
The hezrou makes three attacks: one with its bite and two with its
claws.
Bite.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10
+ 4) piercing damage.
Claws.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6
+ 4) slashing damage.
Variant: Summon Demon.
The demon chooses what to summon and attempts a magical summoning.
A hezrou has a 30 percent chance of summoning 2d6 dretches or one
hezrou.
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 = 'Hezrou'
description = 'Large fiend, chaotic evil'
challenge_rating = 8
armor_class = 16
skills = ''
senses = 'Darkvision 120 ft., Passive Perception 11'
languages = 'Abyssal, telepathy 120 ft.'
strength = Ability(19)
dexterity = Ability(17)
constitution = Ability(20)
intelligence = Ability(5)
wisdom = Ability(12)
charisma = Ability(13)
speed = 30
swim_speed = 0
fly_speed = 0
climb_speed = 0
burrow_speed = 0
hp_max = 136
hit_dice = '13d10 + 65'
condition_immunities = 'poisoned'
damage_immunities = 'poison'
damage_resistances = 'cold'
damage_vulnerabilities = ''
spells = []
class HillGiant(Monster):
"""
# Actions
Multiattack.
The giant makes two greatclub attacks.
Greatclub.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8
+ 5) bludgeoning damage.
Rock.
Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21
(3d10 + 5) bludgeoning damage.
"""
name = 'Hill Giant'
description = 'Huge giant, chaotic evil'
challenge_rating = 5
armor_class = 13
skills = 'Perception +2'
senses = 'Passive Perception 12'
languages = 'Giant'
strength = Ability(21)
dexterity = Ability(8)
constitution = Ability(19)
intelligence = Ability(5)
wisdom = Ability(9)
charisma = Ability(6)
speed = 40
swim_speed = 0
fly_speed = 0
climb_speed = 0
burrow_speed = 0
hp_max = 105
hit_dice = '10d12 + 40'
condition_immunities = ''
damage_immunities = ''
damage_resistances = ''
damage_vulnerabilities = ''
spells = []
class Hippogriff(Monster):
"""
Keen Sight.
The hippogriff has advantage on Wisdom (Perception) checks that rely
on sight.
# Actions
Multiattack.
The hippogriff makes two attacks: one with its beak and one with its
claws.
Beak.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10
+ 3) piercing damage.
Claws.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6
+ 3) slashing damage.
"""
name = 'Hippogriff'
description = 'Large monstrosity, unaligned'
challenge_rating = 1
armor_class = 11
skills = 'Perception +5'
senses = 'Passive Perception 15'
languages = ''
strength = Ability(17)
dexterity = Ability(13)
constitution = Ability(13)
intelligence = Ability(2)
wisdom = Ability(12)
charisma = Ability(8)
speed = 40
swim_speed = 0
fly_speed = 60
climb_speed = 0
burrow_speed = 0
hp_max = 19
hit_dice = '3d10 + 3'
condition_immunities = ''
damage_immunities = ''
damage_resistances = ''
damage_vulnerabilities = ''
spells = []
class HobgoblinCaptain(Monster):
"""Martial Advantage.
Once per turn, the hobgoblin can deal an extra 10 (3d6) damage
to a creature it hits with a weapon attack if that creature is
within 5 feet of an ally of the hobgoblin that isn't
incapacitated.
# Actions
Multiattack.
The hobgoblin makes two greatsword attacks.
Greatsword
*Melee Weapon Attack:* +4 to hit, reach 5 ft., one
target. *Hit*: 9 (2d6 + 2) piercing damage.
Javelin.
*Melee or Ranged Weapon Attach: +4 to hit, reach 5 ft. or range
30/120 ft., one target. *Hit:* 5 (1d6+2) piercing damage.
Leadership (Recharges after a Short or Long Rest).
For 1 minutes, the hobgoblin can utter a special command or
warning whenever a nonhostile creature that it can see within 30
feet of it makes an attack roll or a saving throw. The creature
can add a d4 to its roll provided it can hear and understand the
hobgoblin. A creature can benefit from only one Leadership die
at a time. This effect ends if the hobgoblin is incapacitated.
"""
name = "Hobgoblin Captain"
description = "Medium humanoid (goblinoid), lawful evil"
challenge_rating = 3
armor_class = 17
skills = ''
senses = 'darkvision 60 ft., Passive Perception 10'
languages = 'Common, Goblin'
strength = Ability(15)
dexterity = Ability(14)
constitution = Ability(14)
intelligence = Ability(12)
wisdom = Ability(10)
charisma = Ability(13)
speed = 30
swim_speed = 0
fly_speed = 0
climb_speed = 0
burrow_speed = 0
hp_max = 39
hit_dice = '6d8 + 12'
condition_immunities = ''
damage_immunities = ''
damage_resistances = ''
damage_vulnerabilities = ''
spells = []
class Hobgoblin(Monster):
"""
Martial Advantage.
Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a
creature it hits with a weapon attack if that creature is within 5 ft.
of an ally of the hobgoblin that isn't incapacitated.
# Actions
Longsword.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 +
1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two
hands.
Longbow.
Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5
(1d8 + 1) piercing damage.
"""
name = 'Hobgoblin'
description = 'Medium humanoid, lawful evil'
challenge_rating = 0.5
armor_class = 18
skills = ''
senses = 'Darkvision 60 ft., Passive Perception 10'
languages = 'Common, Goblin'
strength = Ability(13)
dexterity = Ability(12)
constitution = Ability(12)
intelligence = Ability(10)
wisdom = Ability(10)
charisma = Ability(9)
speed = 30
swim_speed = 0
fly_speed = 0
climb_speed = 0
burrow_speed = 0
hp_max = 11
hit_dice = '2d8 + 2'
condition_immunities = ''
damage_immunities = ''
damage_resistances = ''
damage_vulnerabilities = ''
spells = []
class Homunculus(Monster):
"""
Telepathic Bond.
While the homunculus is on the same plane of existence as its master,
it can magically convey what it senses to its master, and the two can
communicate telepathically.
# Actions
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1
piercing damage, and the target must succeed on a DC 10 Constitution
saving throw or be poisoned for 1 minute. If the saving throw fails by
5 or more, the target is instead poisoned for 5 (1d10) minutes and
unconscious while poisoned in this way.
"""
name = 'Homunculus'
description = 'Tiny construct, neutral'
challenge_rating = 0
armor_class = 13
skills = ''
senses = 'Darkvision 60 ft., Passive Perception 10'
languages = "understands the languages of its creator but can't speak"
strength = Ability(4)
dexterity = Ability(15)
constitution = Ability(11)
intelligence = Ability(10)
wisdom = Ability(10)
charisma = Ability(7)
speed = 20
swim_speed = 0
fly_speed = 40
climb_speed = 0
burrow_speed = 0
hp_max = 5
hit_dice = '2d4 + 0'
condition_immunities = 'charmed, poisoned'
damage_immunities = 'poison'
damage_resistances = ''
damage_vulnerabilities = ''
spells = []
class HornedDevil(Monster):
"""
Devil's Sight.
Magical darkness doesn't impede the devil's darkvision.
Magic Resistance.
The devil has advantage on saving throws against spells and other
magical effects.
# Actions
Multiattack.
The devil makes three melee attacks: two with its fork and one with
its tail. It can use Hurl Flame in place of any melee attack.
Fork.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15
(2d8 + 6) piercing damage.
Tail.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10
(1d8 + 6) piercing damage. If the target is a creature other than an
undead or a construct, it must succeed on a DC 17 Constitution saving
throw or lose 10 (3d6) hit points at the start of each of its turns
due to an infernal wound. Each time the devil hits the wounded target
with this attack, the damage dealt by the wound increases by 10 (3d6).
Any creature can take an action to stanch the wound with a successful
DC 12 Wisdom (Medicine) check. The wound also closes if the target
receives magical healing.
Hurl Flame.
Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14
(4d6) fire damage. If the target is a flammable object that isn't
being worn or carried, it also catches fire.
"""
name = 'Horned Devil'
description = 'Large fiend, lawful evil'
challenge_rating = 11
armor_class = 18
skills = ''
senses = 'Darkvision 120 ft., Passive Perception 13'
languages = 'Infernal, telepathy 120 ft.'
strength = Ability(22)
dexterity = Ability(17)
constitution = Ability(21)
intelligence = Ability(12)
wisdom = Ability(16)
charisma = Ability(17)
speed = 20
swim_speed = 0
fly_speed = 60
climb_speed = 0
burrow_speed = 0
hp_max = 178
hit_dice = '17d10 + 85'
condition_immunities = 'poisoned'
damage_immunities = 'fire, poison'
damage_resistances = 'cold'
damage_vulnerabilities = ''
spells = []
class HunterShark(Monster):
"""
Blood Frenzy.
The shark has advantage on melee attack rolls against any creature
that doesn't have all its hit points.
Water Breathing.
The shark can breathe only underwater.
# Actions
Bite.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8
+ 4) piercing damage.
"""
name = 'Hunter Shark'
description = 'Large beast, unaligned'
challenge_rating = 2
armor_class = 12
skills = 'Perception +2'
senses = 'Darkvision 30 ft., Passive Perception 12'
languages = ''
strength = Ability(18)
dexterity = Ability(13)
constitution = Ability(15)
intelligence = Ability(1)
wisdom = Ability(10)
charisma = Ability(4)
speed = 0
swim_speed = 40
fly_speed = 0
climb_speed = 0
burrow_speed = 0
hp_max = 45
hit_dice = '6d10 + 12'
condition_immunities = ''
damage_immunities = ''
damage_resistances = ''
damage_vulnerabilities = ''
spells = []
class Hydra(Monster):
"""
Hold Breath.
The hydra can hold its breath for 1 hour.
Multiple Heads.
The hydra has five heads. While it has more than one head, the hydra
has advantage on saving throws against being blinded, charmed,
deafened, frightened, stunned, and knocked unconscious.
Whenever the hydra takes 25 or more damage in a single turn, one of
its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it grows two heads for each of its heads that
died since its last turn, unless it has taken fire damage since its
last turn. The hydra regains 10 hit points for each head regrown in
this way.
Reactive Heads.
For each head the hydra has beyond one, it gets an extra reaction that
can be used only for opportunity attacks.
Wakeful.
While the hydra sleeps, at least one of its heads is awake.
# Actions
Multiattack.
The hydra makes as many bite attacks as it has heads.
Bite.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10
(1d10 + 5) piercing damage.
"""
name = 'Hydra'
description = 'Huge monstrosity, unaligned'
challenge_rating = 8
armor_class = 15
skills = 'Perception +6'
senses = 'Darkvision 60 ft., Passive Perception 16'
languages = ''
strength = Ability(20)
dexterity = Ability(12)
constitution = Ability(20)
intelligence = Ability(2)
wisdom = Ability(10)
charisma = Ability(7)
speed = 30
swim_speed = 30
fly_speed = 0
climb_speed = 0
burrow_speed = 0
hp_max = 172
hit_dice = '15d12 + 75'
condition_immunities = ''
damage_immunities = ''
damage_resistances = ''
damage_vulnerabilities = ''
spells = []
class Hyena(Monster):
"""
Pack Tactics.
The hyena has advantage on an attack roll against a creature if at
least one of the hyena's allies is within 5 ft. of the creature and
the ally isn't incapacitated.
# Actions
Bite.
Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6)
piercing damage.
"""
name = 'Hyena'
description = 'Medium beast, unaligned'
challenge_rating = 0
armor_class = 11
skills = 'Perception +3'
senses = 'Passive Perception 13'
languages = ''
strength = Ability(11)
dexterity = Ability(13)
constitution = Ability(12)
intelligence = Ability(2)
wisdom = Ability(12)
charisma = Ability(5)
speed = 50
swim_speed = 0
fly_speed = 0
climb_speed = 0
burrow_speed = 0
hp_max = 5
hit_dice = '1d8 + 1'
condition_immunities = ''
damage_immunities = ''
damage_resistances = ''
damage_vulnerabilities = ''
spells = []