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dungeon-sheets/dungeonsheets/monsters/monsters_b.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 Baboon(Monster):
"""Pack Tactics.
The baboon has advantage on an attack roll against a creature if
at least one of the baboon's allies is within 5 ft. of the
creature and the ally isn't incapacitated.
Bite.
Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1
(1d4 - 1) piercing damage.
"""
name = "Baboon"
description = "Small beast, unaligned"
challenge_rating = 0
armor_class = 12
skills = ""
senses = "Passive Perception 11"
languages = ""
strength = Ability(8)
dexterity = Ability(14)
constitution = Ability(11)
intelligence = Ability(4)
wisdom = Ability(12)
charisma = Ability(6)
speed = 30
swim_speed = 0
fly_speed = 0
climb_speed = 30
hp_max = 3
hit_dice = "1d6"
class Badger(Monster):
"""Keen Smell.
The badger has advantage on Wisdom (Perception) checks that rely
on smell.
Bite.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1
piercing damage.
"""
name = "Badger"
description = "Tiny beast, unaligned"
challenge_rating = 0
armor_class = 10
skills = ""
senses = "Darkvision 30 ft., Passive Perception 11"
languages = ""
strength = Ability(4)
dexterity = Ability(11)
constitution = Ability(12)
intelligence = Ability(2)
wisdom = Ability(12)
charisma = Ability(5)
speed = 20
swim_speed = 0
fly_speed = 0
climb_speed = 0
hp_max = 3
hit_dice = "1d4"
class Balor(Monster):
"""Death Throes.
When the balor dies, it explodes, and each creature within 30
feet of it must make a DC 20 Dexterity saving throw, taking 70
(20d6) fire damage on a failed save, or half as much damage on a
successful one. The explosion ignites flammable objects in that
area that aren't being worn or carried, and it destroys the
balor's weapons.
Fire Aura.
At the start of each of the balor's turns, each creature within
5 feet of it takes 10 (3d6) fire damage, and flammable objects
in the aura that aren't being worn or carried ignite. A creature
that touches the balor or hits it with a melee attack while
within 5 feet of it takes 10 (3d6) fire damage.
Magic Resistance.
The balor has advantage on saving throws against spells and
other magical effects.
Magic Weapons.
The balor's weapon attacks are magical.
Multiattack.
The balor makes two attacks: one with its longsword and one with
its whip.
Longsword.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit:
21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If
the balor scores a critical hit, it rolls damage dice three
times, instead of twice.
Whip.
Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit:
15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the
target must succeed on a DC 20 Strength saving throw or be
pulled up to 25 feet toward the balor.
Teleport.
The balor 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 balor has a 50 percent chance of summoning 1d8 vrocks, 1d6
hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one
goristro.
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 = "Balor"
description = "Huge fiend, chaotic evil"
challenge_rating = 19
armor_class = 19
skills = ""
senses = "Truesight 120 ft., Passive Perception 13"
languages = "Abyssal, telepathy 120 ft."
strength = Ability(26)
dexterity = Ability(15)
constitution = Ability(22)
intelligence = Ability(20)
wisdom = Ability(16)
charisma = Ability(22)
speed = 40
swim_speed = 0
fly_speed = 80
climb_speed = 0
hp_max = 262
hit_dice = "21d12"
class Bandit(Monster):
"""Scimitar.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4
(1d6 + 1) slashing damage.
Light Crossbow.
Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one
target. Hit: 5 (1d8 + 1) piercing damage.
"""
name = "Bandit"
description = "Medium humanoid, any non-lawful alignment"
challenge_rating = 0.125
armor_class = 12
skills = ""
senses = "Passive Perception 10"
languages = "any one language (usually Common)"
strength = Ability(11)
dexterity = Ability(12)
constitution = Ability(12)
intelligence = Ability(10)
wisdom = Ability(10)
charisma = Ability(10)
speed = 30
swim_speed = 0
fly_speed = 0
climb_speed = 0
hp_max = 11
hit_dice = "2d8"
class BanditCaptain(Monster):
"""Multiattack.
The captain makes three melee attacks: two with its scimitar and
one with its dagger. Or the captain makes two ranged attacks
with its daggers.
Scimitar.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
(1d6 + 3) slashing damage.
Dagger.
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range
20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
"""
name = "Bandit Captain"
description = "Medium humanoid, any non-lawful alignment"
challenge_rating = 2
armor_class = 15
skills = "Athletics +4, Deception +4"
senses = "Passive Perception 10"
languages = "any two languages"
strength = Ability(15)
dexterity = Ability(16)
constitution = Ability(14)
intelligence = Ability(14)
wisdom = Ability(11)
charisma = Ability(14)
speed = 30
swim_speed = 0
fly_speed = 0
climb_speed = 0
hp_max = 65
hit_dice = "10d8"
class BarbedDevil(Monster):
"""Barbed Hide.
At the start of each of its turns, the barbed devil deals 5
(1d10) piercing damage to any creature grappling it.
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.
Multiattack.
The devil makes three melee attacks: one with its tail and two
with its claws. Alternatively, it can use Hurl Flame twice.
Claw.
Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit: 6
(1d6 + 3) piercing damage.
Tail.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10
(2d6 + 3) piercing damage.
Hurl Flame.
Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit:
10 (3d6) fire damage. If the target is a flammable object that
isn't being worn or carried, it also catches fire.
"""
name = "Barbed Devil"
description = "Medium fiend, lawful evil"
challenge_rating = 5
armor_class = 15
skills = "Deception +5, Insight +5, Perception +8"
senses = "Darkvision 120 ft., Passive Perception 18"
languages = "Infernal, telepathy 120 ft."
strength = Ability(16)
dexterity = Ability(17)
constitution = Ability(18)
intelligence = Ability(12)
wisdom = Ability(14)
charisma = Ability(14)
speed = 30
swim_speed = 0
fly_speed = 0
climb_speed = 0
hp_max = 110
hit_dice = "13d8"
class Basilisk(Monster):
"""Petrifying Gaze.
If a creature starts its turn within 30 ft. of the basilisk and
the two of them can see each other, the basilisk can force the
creature to make a DC 12 Constitution saving throw if the
basilisk isn't incapacitated. On a failed save, the creature
magically begins to turn to stone and is restrained. It must
repeat the saving throw at the end of its next turn. On a
success, the effect ends. On a failure, the creature is
petrified until freed by the greater restoration spell or other
magic.
A creature that isn't surprised can avert its eyes to avoid the
saving throw at the start of its turn. If it does so, it can't
see the basilisk until the start of its next turn, when it can
avert its eyes again. If it looks at the basilisk in the
meantime, it must immediately make the save.
If the basilisk sees its reflection within 30 ft. of it in
bright light, it mistakes itself for a rival and targets itself
with its gaze.
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10
(2d6 + 3) piercing damage plus 7 (2d6) poison damage.
"""
name = "Basilisk"
description = "Medium monstrosity, unaligned"
challenge_rating = 3
armor_class = 12
skills = ""
senses = "Darkvision 60 ft., Passive Perception 9"
languages = ""
strength = Ability(16)
dexterity = Ability(8)
constitution = Ability(15)
intelligence = Ability(2)
wisdom = Ability(8)
charisma = Ability(7)
speed = 20
swim_speed = 0
fly_speed = 0
climb_speed = 0
hp_max = 52
hit_dice = "8d8"
class Bat(Monster):
"""Echolocation.
The bat can't use its blindsight while deafened.
Keen Hearing.
The bat has advantage on Wisdom (Perception) checks that rely on
hearing.
Bite.
Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit:
1 piercing damage.
"""
name = "Bat"
description = "Tiny beast, unaligned"
challenge_rating = 0
armor_class = 12
skills = ""
senses = "Blindsight 60 ft., Passive Perception 11"
languages = ""
strength = Ability(2)
dexterity = Ability(15)
constitution = Ability(8)
intelligence = Ability(2)
wisdom = Ability(12)
charisma = Ability(4)
speed = 5
swim_speed = 0
fly_speed = 30
climb_speed = 0
hp_max = 1
hit_dice = "1d4"
class BeardedDevil(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.
Steadfast.
The devil can't be frightened while it can see an allied
creature within 30 feet of it.
Multiattack.
The devil makes two attacks: one with its beard and one with its
glaive.
Beard.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit:
6 (1d8 + 2) piercing damage, and the target must succeed on a DC
12 Constitution saving throw or be poisoned for 1 minute. While
poisoned in this way, the target can't regain hit points. The
target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Glaive.
Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8
(1d10 + 3) slashing damage. If the target is a creature other
than an undead or a construct, it must succeed on a DC 12
Constitution saving throw or lose 5 (1d10) 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 5 (1d10). 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.
"""
name = "Bearded Devil"
description = "Medium fiend, lawful evil"
challenge_rating = 3
armor_class = 13
skills = ""
senses = "Darkvision 120 ft., Passive Perception 10"
languages = "Infernal, telepathy 120 ft."
strength = Ability(16)
dexterity = Ability(15)
constitution = Ability(15)
intelligence = Ability(9)
wisdom = Ability(11)
charisma = Ability(11)
speed = 30
swim_speed = 0
fly_speed = 0
climb_speed = 0
hp_max = 52
hit_dice = "8d8"
class Behir(Monster):
"""Multiattack.
The behir makes two attacks: one with its bite and one to
constrict.
Bite.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit:
22 (3d10 + 6) piercing damage.
Constrict.
Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or
smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17
(2d10 + 6) slashing damage. The target is grappled (escape DC
16) if the behir isn't already constricting a creature, and the
target is restrained until this grapple ends.
Lightning Breath.
The behir exhales a line of lightning that is 20 ft. long and 5
ft. wide. Each creature in that line must make a DC 16 Dexterity
saving throw, taking 66 (12d10) lightning damage on a failed
save, or half as much damage on a successful one.
Swallow.
The behir makes one bite attack against a Medium or smaller
target it is grappling. If the attack hits, the target is also
swallowed, and the grapple ends. While swallowed, the target is
blinded and restrained, it has total cover against attacks and
other effects outside the behir, and it takes 21 (6d6) acid
damage at the start of each of the behir's turns. A behir can
have only one creature swallowed at a time.
If the behir takes 30 damage or more on a single turn from the
swallowed creature, the behir must succeed on a DC 14
Constitution saving throw at the end of that turn or regurgitate
the creature, which falls prone in a space within 10 ft. of the
behir. If the behir dies, a swallowed creature is no longer
restrained by it and can escape from the corpse by using 15
ft. of movement, exiting prone.
"""
name = "Behir"
description = "Huge monstrosity, neutral evil"
challenge_rating = 11
armor_class = 17
skills = "Perception +6, Stealth +7"
senses = "Darkvision 90 ft., Passive Perception 16"
languages = "Draconic"
strength = Ability(23)
dexterity = Ability(16)
constitution = Ability(18)
intelligence = Ability(7)
wisdom = Ability(14)
charisma = Ability(12)
speed = 50
swim_speed = 0
fly_speed = 0
climb_speed = 40
hp_max = 168
hit_dice = "16d12"
class Berserker(Monster):
"""Reckless.
At the start of its turn, the berserker can gain advantage on
all melee weapon attack rolls during that turn, but attack rolls
against it have advantage until the start of its next turn.
Greataxe.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9
(1d12 + 3) slashing damage.
"""
name = "Berserker"
description = "Medium humanoid, any chaotic alignment"
challenge_rating = 2
armor_class = 13
skills = ""
senses = "Passive Perception 10"
languages = "any one language (usually Common)"
strength = Ability(16)
dexterity = Ability(12)
constitution = Ability(17)
intelligence = Ability(9)
wisdom = Ability(11)
charisma = Ability(9)
speed = 30
swim_speed = 0
fly_speed = 0
climb_speed = 0
hp_max = 67
hit_dice = "9d8"
class BlackBear(Monster):
"""
Keen Smell.
The bear has advantage on Wisdom (Perception) checks that rely on smell.
Multiattack.
The bear makes two attacks: one with its bite and one with its claws.
Bite.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claws.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
"""
name = "Black Bear"
description = "Medium beast, unaligned"
challenge_rating = 0.5
armor_class = 11
skills = ""
senses = "Passive Perception 13"
languages = ""
strength = Ability(15)
dexterity = Ability(10)
constitution = Ability(14)
intelligence = Ability(2)
wisdom = Ability(12)
charisma = Ability(7)
speed = 40
swim_speed = 0
fly_speed = 0
climb_speed = 30
hp_max = 19
hit_dice = "3d8"
class BlackDragonWyrmling(Monster):
"""
Amphibious.
The dragon can breathe air and water.
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.
Acid Breath.
The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (Sd8) acid damage on a failed save, or half as much damage on a successful one.
"""
name = "Black Dragon Wyrmling"
description = "Medium dragon, chaotic evil"
challenge_rating = 2
armor_class = 17
skills = "Perception +4, Stealth +4"
senses = "Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14"
languages = "Draconic"
strength = Ability(15)
dexterity = Ability(14)
constitution = Ability(13)
intelligence = Ability(10)
wisdom = Ability(11)
charisma = Ability(13)
speed = 30
swim_speed = 30
fly_speed = 60
climb_speed = 0
hp_max = 33
hit_dice = "6d8"
# PotA
class BlackEarthGuard(Monster):
"""Multiattack.
The guard makes two melee attacks.
Morningstar.
*Melee Weapon Attack:* +5 to hit, reach 5 ft., one
target. *Hit:* 7 (1d8 + 3) piercing damage.
Unyielding.
When the guard is subjected to an effect that would move it,
knock it prone, or both, it can use its reaction to be neither
moved nor knocked prone.
Black Earth guards are the warriors of the earth cult. They are
brutal, heavily armored thugs devoted to Ogrémoch. That devotion
has granted them an uncanny ability to hold their ground against
the buffeting assaults. It has also earned them the right to wear
special plate armor of elemental stone, which breaks down when the
guard is slain.
These guards are fanatically loyal to the Black Earth priests and
the leaders of the cult. They fight to the death if commanded to
do so by their superiors. Those with more potential become
burrowsharks.
"""
name = "Black Earth Guard"
description = "Medium humanoid (human), neutral evil"
challenge_rating = 2
armor_class = 18
skills = "Intimidation +1, Perception +2"
senses = "passive Perception 12"
languages = "Common"
strength = Ability(17)
dexterity = Ability(11)
constitution = Ability(14)
intelligence = Ability(10)
wisdom = Ability(10)
charisma = Ability(9)
speed = 30
swim_speed = 0
fly_speed = 0
climb_speed = 0
hp_max = 39
hit_dice = "6d8 + 12"
# PotA
class BlackEarthPriest(Monster):
"""Spellcasting.
The priest is a 5th-level spellcaster. Its spellcasting ability
is Charisma (spell save DC 13, +5 to hit with spell attacks). It
knows the following sorcerer spells (an asterisked spell is from
*Princes of the Apocalypse* appendix B):
Cantrips (at will):
acid splash, blade ward, light, mending, mold earth*
1st level (4 slots):
earth tremor,* expeditious retreat, shield
2nd level (3 slots):
shatter, spider climb
3rd level (2 slots):
slow
Multiattack.
The priest makes two melee attacks.
Glaive.
*Melee Weapon Attack:* +4 to hit, reach 10 ft., one
target. *Hit:* 7 (1d10 + 2) slashing damage.
Unyielding.
When the priest is subjected to an effect that would move it,
knock it prone, or both, it can use its reaction to be neither
moved nor knocked prone.
The priests of the Black Earth are drivers and organizers of
Ogrémoch's cult. They are the true believers, seeing Ogrémoch as a
divine force, and they have developed a twisted dogma to explain
how the evil of elemental earth is destined to remake the world
and rule over all. The Black Earth priests form a cabal of leaders
whose fanaticism and magical power serve as the backbone of the
cult. Individuals ofunusual power hold higher rank in the cult,
but the priests provide the cult leader with his or her authority
over the rest of Ogrémoch's followers.
"""
name = "Black Earth Priest"
description = "Medium humanoid (human), neutral evil"
challenge_rating = 3
armor_class = 17
skills = "Intimidation +5, Religion +3, Persuasion +5"
senses = "passive Perception 10"
languages = "Common, Terran"
strength = Ability(15)
dexterity = Ability(11)
constitution = Ability(14)
intelligence = Ability(12)
wisdom = Ability(10)
charisma = Ability(16)
speed = 30
swim_speed = 0
fly_speed = 0
climb_speed = 0
hp_max = 45
hit_dice = "7d8 + 14"
class BlackPudding(Monster):
"""Amorphous.
The pudding can move through a space as narrow as 1 inch wide without squeezing.
Corrosive Form.
A creature that touches the pudding or hits it with a melee
attack while within 5 feet of it takes 4 (1d8) acid damage. Any
nonmagical weapon made of metal or wood that hits the pudding
corrodes. After dealing damage, the weapon takes a permanent and
cumulative -1 penalty to damage rolls. If its penalty drops to
-5, the weapon is destroyed. Nonmagical ammunition made of metal
or wood that hits the pudding is destroyed after dealing
damage. The pudding can eat through 2-inch-thick, nonmagical
wood or metal in 1 round.
Spider Climb.
The pudding can climb difficult surfaces, including upside down
on ceilings, without needing to make an ability check.
Pseudopod.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
(1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In
addition, nonmagical armor worn by the target is partly
dissolved and takes a permanent and cumulative -1 penalty to the
AC it offers. The armor is destroyed if the penalty reduces its
AC to 10.
"""
name = "Black Pudding"
description = "Large ooze, unaligned"
challenge_rating = 4
armor_class = 7
skills = ""
senses = "Blindsight 60 ft. (blind beyond this radius), Passive Perception 8"
languages = ""
strength = Ability(16)
dexterity = Ability(5)
constitution = Ability(16)
intelligence = Ability(1)
wisdom = Ability(6)
charisma = Ability(1)
speed = 20
swim_speed = 0
fly_speed = 0
climb_speed = 20
hp_max = 85
hit_dice = "10d10"
class BlinkDog(Monster):
"""
Keen Hearing and Smell.
The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Teleport.
The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.
"""
name = "Blink Dog"
description = "Medium fey, lawful good"
challenge_rating = 0.25
armor_class = 13
skills = "Perception +3, Stealth +5"
senses = "Passive Perception 10"
languages = "Blink Dog, understands Sylvan but can't speak it"
strength = Ability(12)
dexterity = Ability(17)
constitution = Ability(12)
intelligence = Ability(10)
wisdom = Ability(13)
charisma = Ability(11)
speed = 40
swim_speed = 0
fly_speed = 0
climb_speed = 0
hp_max = 22
hit_dice = "4d8"
class BloodHawk(Monster):
"""
Keen Sight.
The hawk has advantage on Wisdom (Perception) checks that rely on sight.
Pack Tactics.
The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Beak.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
"""
name = "Blood Hawk"
description = "Small beast, unaligned"
challenge_rating = 0.125
armor_class = 12
skills = "Perception +4"
senses = "Passive Perception 14"
languages = ""
strength = Ability(6)
dexterity = Ability(14)
constitution = Ability(10)
intelligence = Ability(3)
wisdom = Ability(14)
charisma = Ability(5)
speed = 10
swim_speed = 0
fly_speed = 60
climb_speed = 0
hp_max = 7
hit_dice = "2d6"
class BlueDragonWyrmling(Monster):
"""
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.
Lightning Breath.
The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
"""
name = "Blue Dragon Wyrmling"
description = "Medium dragon, lawful evil"
challenge_rating = 3
armor_class = 17
skills = "Perception +4, Stealth +2"
senses = "Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14"
languages = "Draconic"
strength = Ability(17)
dexterity = Ability(10)
constitution = Ability(15)
intelligence = Ability(12)
wisdom = Ability(11)
charisma = Ability(15)
speed = 30
swim_speed = 0
fly_speed = 60
climb_speed = 0
hp_max = 52
hit_dice = "8d8"
class Boar(Monster):
"""
Charge.
If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Relentless.
If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Tusk.
Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
"""
name = "Boar"
description = "Medium beast, unaligned"
challenge_rating = 0.25
armor_class = 11
skills = ""
senses = "Passive Perception 9"
languages = ""
strength = Ability(13)
dexterity = Ability(11)
constitution = Ability(12)
intelligence = Ability(2)
wisdom = Ability(9)
charisma = Ability(5)
speed = 40
swim_speed = 0
fly_speed = 0
climb_speed = 0
hp_max = 11
hit_dice = "2d8"
class BoneDevil(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.
Multiattack.
The devil makes three attacks: two with its claws and one with its sting.
Claw.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Sting.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success .
"""
name = "Bone Devil"
description = "Large fiend, lawful evil"
challenge_rating = 12
armor_class = 19
skills = "Deception +7, Insight +6"
senses = "Darkvision 120 ft., Passive Perception 9"
languages = "Infernal, telepathy 120 ft."
strength = Ability(18)
dexterity = Ability(16)
constitution = Ability(18)
intelligence = Ability(13)
wisdom = Ability(14)
charisma = Ability(16)
speed = 40
swim_speed = 0
fly_speed = 40
climb_speed = 0
hp_max = 142
hit_dice = "15d10"
class BrassDragonWyrmling(Monster):
"""
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Breath Weapons.
The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
"""
name = "Brass Dragon Wyrmling"
description = "Medium dragon, chaotic good"
challenge_rating = 1
armor_class = 16
skills = "Perception +4, Stealth +2"
senses = "Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14"
languages = "Draconic"
strength = Ability(15)
dexterity = Ability(10)
constitution = Ability(13)
intelligence = Ability(10)
wisdom = Ability(11)
charisma = Ability(13)
speed = 30
swim_speed = 0
fly_speed = 60
climb_speed = 0
hp_max = 16
hit_dice = "3d8"
class BronzeDragonWyrmling(Monster):
"""
Amphibious.
The dragon can breathe air and water.
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Breath Weapons.
The dragon uses one of the following breath weapons.
Lightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.
"""
name = "Bronze Dragon Wyrmling"
description = "Medium dragon, lawful good"
challenge_rating = 2
armor_class = 17
skills = "Perception +4, Stealth +2"
senses = "Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14"
languages = "Draconic"
strength = Ability(17)
dexterity = Ability(10)
constitution = Ability(15)
intelligence = Ability(12)
wisdom = Ability(11)
charisma = Ability(15)
speed = 30
swim_speed = 30
fly_speed = 60
climb_speed = 0
hp_max = 32
hit_dice = "5d8"
class BrownBear(Monster):
"""
Keen Smell.
The bear has advantage on Wisdom (Perception) checks that rely on smell.
Multiattack.
The bear makes two attacks: one with its bite and one with its claws.
Bite.
Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
"""
name = "Brown Bear"
description = "Large beast, unaligned"
challenge_rating = 1
armor_class = 11
skills = "Perception +3"
senses = "Passive Perception 13"
languages = ""
strength = Ability(19)
dexterity = Ability(10)
constitution = Ability(16)
intelligence = Ability(2)
wisdom = Ability(13)
charisma = Ability(7)
speed = 40
swim_speed = 0
fly_speed = 0
climb_speed = 30
hp_max = 34
hit_dice = "4d10"
class Bugbear(Monster):
"""
Brute.
A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
Surprise Attack.
If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Morningstar.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Javelin.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.
"""
name = "Bugbear"
description = "Medium humanoid, chaotic evil"
challenge_rating = 1
armor_class = 16
skills = "Stealth +6, Survival +2"
senses = "Darkvision 60 ft., Passive Perception 10"
languages = "Common, Goblin"
strength = Ability(15)
dexterity = Ability(14)
constitution = Ability(13)
intelligence = Ability(8)
wisdom = Ability(11)
charisma = Ability(9)
speed = 30
swim_speed = 0
fly_speed = 0
climb_speed = 0
hp_max = 27
hit_dice = "5d8"
# PotA
class Burrowshark(Monster):
"""Elite warriors of the earth cult, burrowsharks are fierce champions
who ride trained bulettes into battle. While their powerful mounts
rend and tear foes to pieces, burrowsharks leap to the ground and
cut down their foes without mercy.
Burrowsharks are much like Black Earth guards, since both have
uncanny footing and special armor. For burrowsharks, an additional
gift of Ogremoch's might establishes a magical bond between the
burrowshark and a bulette, allowing the rider to burrow with its
mount and sense what its mount senses.
Bond of the Black Earth
The burrowshark is magically bound to a bulette trained to serve
as its mount. While mounted on its bulette, the burrowshark
shares the bulette's sense and can ride the bulette while it
burrows. The bonded bulette obeys the burrowshark's commands. If
its mount dies, the burrowshark can train a new bulette to serve
as its bonded mount, a process requiring a month.
Multiattack
The burrowshark makes three melee attacks.
Spear
Melee or ranged weapon attack: +6 to hit, reach 5ft. or range
20/60ft., one target. Hit: 7 (1d6+4) piercing damage, or 8
(1d8+4) piercing damage if used with two hands to make a melee
attack.
Unyielding
When the burrowshark is subjected to an effect that would move
it, knock it prone, or both, it can use its reaction to be
neither moved nor knocked prone.
"""
name = "Burrowshark"
description = "Medium humanoid (human), neutral evil"
challenge_rating = 4
armor_class = 18
skills = "Animal handling +2, Athletics +6, Intimidation + 3, Perception +2"
senses = "passive Perception 12"
languages = "Common"
strength = Ability(18)
dexterity = Ability(12)
constitution = Ability(16)
intelligence = Ability(10)
wisdom = Ability(11)
charisma = Ability(13)
speed = 30
swim_speed = 0
fly_speed = 0
climb_speed = 0
hp_max = 82
hit_dice = "11d8+33"
class Bulette(Monster):
"""Standing Leap
The bulette's long jump is up to 30 ft. and its high jump is up
to 15 ft., with or without a running start.
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30
(4d12 + 4) piercing damage.
Deadly Leap
If the bulette jumps at least 15 ft. as part of its movement, it
can then use this action to land on its ft. in a space that
contains one or more other creatures. Each of those creatures
must succeed on a DC 16 Strength or Dexterity saving throw
(target's choice) or be knocked prone and take 14 (3d6 + 4)
bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a
successful save, the creature takes only half the damage, isn't
knocked prone, and is pushed 5 ft. out of the bulette's space
into an unoccupied space of the creature's choice. If no
unoccupied space is within range, the creature instead falls
prone in the bulette's space.
"""
name = "Bulette"
description = "Large monstrosity, unaligned"
challenge_rating = 5
armor_class = 17
skills = "Perception +6"
senses = "Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 16"
languages = ""
strength = Ability(19)
dexterity = Ability(11)
constitution = Ability(21)
intelligence = Ability(2)
wisdom = Ability(10)
charisma = Ability(5)
speed = 40
swim_speed = 0
fly_speed = 0
climb_speed = 0
burrow_speed = 40
hp_max = 94
hit_dice = "9d10+45"