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dungeon-sheets/dungeonsheets/monsters/monsters_m.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 Mage(Monster):
"""
Spellcasting.
The mage is a 9th-level spellcaster. Its spellcasting ability is
Intelligence (spell save DC 14, +6 to hit with spell attacks). The
mage has the following wizard spells prepared:
- Cantrips (at will): fire bolt, light, mage hand, prestidigitation
- 1st level (4 slots): detect magic, mage armor, magic missile, shield
- 2nd level (3 slots): misty step, suggestion
- 3rd level (3 slots): counterspell, fireball, fly
- 4th level (3 slots): greater invisibility, ice storm
- 5th level (1 slot): cone of cold
Dagger.
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60
ft., one target. Hit: 4 (1d4 + 2) piercing damage.
"""
name = "Mage"
description = "Medium humanoid, any alignment"
challenge_rating = 6
armor_class = 12
skills = "Arcana +6, History +6"
senses = "Passive Perception 11"
languages = "any four languages"
strength = Ability(9)
dexterity = Ability(14)
constitution = Ability(11)
intelligence = Ability(17)
wisdom = Ability(12)
charisma = Ability(11)
speed = 30
swim_speed = 0
fly_speed = 0
climb_speed = 0
hp_max = 40
hit_dice = "9d8"
spells = ["fire bolt", "light", "mage hand", "prestidigitation", "detect magic", "mage armor", "magic missile", "shield", "misty step", "suggestion", "counterspell", "fireball", "fly", "greater invisibility", "ice storm", "cone of cold"]
class MagmaMephit(Monster):
"""
Death Burst.
When the mephit dies, it explodes in a burst of lava. Each creature
within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 7
(2d6) fire damage on a failed save, or half as much damage on a
successful one.
False Appearance.
While the mephit remains motionless, it is indistinguishable from an
ordinary mound of magma.
Innate Spellcasting.
The mephit can innately cast heat metal (spell save DC 10), requiring
no material components. Its innate spellcasting ability is Charisma.
Claws.
Melee Weapon Attack: +3 to hit, reach 5 ft ., one creature. Hit: 3
(1d4 + 1) slashing damage plus 2 (1d4) fire damage.
Fire Breath (Recharge 6).
The mephit exhales a 15-foot cone of fire. Each creature in that area
must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage
on a failed save, or half as much damage on a successful one.
Variant: Summon Mephits.
The mephit has a 25 percent chance of summoning 1d4 mephits of its
kind. A summoned mephit appears in an unoccupied space within 60 feet
of its summoner, acts as an ally of its summoner, and can't summon
other mephits. It remains for 1 minute, until it or its summoner dies,
or until its summoner dismisses it as an action.
"""
name = "Magma Mephit"
description = "Small elemental, neutral evil"
challenge_rating = 0.5
armor_class = 11
skills = "Stealth +3"
senses = "Darkvision 60 ft., Passive Perception 10"
languages = "Ignan, Terran"
strength = Ability(8)
dexterity = Ability(12)
constitution = Ability(12)
intelligence = Ability(7)
wisdom = Ability(10)
charisma = Ability(10)
speed = 30
swim_speed = 0
fly_speed = 30
climb_speed = 0
hp_max = 22
hit_dice = "5d6"
spells = []
class Magmin(Monster):
"""
Death Burst.
When the magmin dies, it explodes in a burst of fire and magma. Each
creature within 10 ft. of it must make a DC 11 Dexterity saving throw,
taking 7 (2d6) fire damage on a failed save, or half as much damage on
a successful one. Flammable objects that aren't being worn or carried
in that area are ignited.
Ignited Illumination.
As a bonus action, the magmin can set itself ablaze or extinguish its
flames. While ablaze, the magmin sheds bright light in a 10-foot
radius and dim light for an additional 10 ft.
Touch.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6)
fire damage. If the target is a creature or a flammable object, it
ignites. Until a target takes an action to douse the fire, the target
takes 3 (1d6) fire damage at the end of each of its turns.
"""
name = "Magmin"
description = "Small elemental, chaotic neutral"
challenge_rating = 0.5
armor_class = 14
skills = ""
senses = "Darkvision 60 ft., Passive Perception 10"
languages = "Ignan"
strength = Ability(7)
dexterity = Ability(15)
constitution = Ability(12)
intelligence = Ability(8)
wisdom = Ability(11)
charisma = Ability(10)
speed = 30
swim_speed = 0
fly_speed = 0
climb_speed = 0
hp_max = 9
hit_dice = "2d6"
spells = []
class Mammoth(Monster):
"""
Trampling Charge.
If the mammoth moves at least 20 ft. straight toward a creature and
then hits it with a gore attack on the same turn, that target must
succeed on a DC 18 Strength saving throw or be knocked prone. If the
target is prone, the mammoth can make one stomp attack against it as a
bonus action.
Gore.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25
(4d8 + 7) piercing damage.
Stomp.
Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit:
29 (4d10 + 7) bludgeoning damage.
"""
name = "Mammoth"
description = "Huge beast, unaligned"
challenge_rating = 6
armor_class = 13
skills = ""
senses = "Passive Perception 10"
languages = ""
strength = Ability(24)
dexterity = Ability(9)
constitution = Ability(21)
intelligence = Ability(3)
wisdom = Ability(11)
charisma = Ability(6)
speed = 40
swim_speed = 0
fly_speed = 0
climb_speed = 0
hp_max = 126
hit_dice = "11d12"
spells = []
class Manticore(Monster):
"""
Tail Spike Regrowth.
The manticore has twenty-four tail spikes. Used spikes regrow when the
manticore finishes a long rest.
Multiattack.
The manticore makes three attacks: one with its bite and two with its
claws or three with its tail spikes.
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 +
3) piercing damage.
Claw.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +
3) slashing damage.
Tail Spike.
Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7
(1d8 + 3) piercing damage.
"""
name = "Manticore"
description = "Large monstrosity, lawful evil"
challenge_rating = 3
armor_class = 14
skills = ""
senses = "Darkvision 60 ft., Passive Perception 11"
languages = ""
strength = Ability(17)
dexterity = Ability(16)
constitution = Ability(17)
intelligence = Ability(7)
wisdom = Ability(12)
charisma = Ability(8)
speed = 30
swim_speed = 0
fly_speed = 50
climb_speed = 0
hp_max = 68
hit_dice = "8d10"
spells = []
class Marilith(Monster):
"""
Magic Resistance.
The marilith has advantage on saving throws against spells and other
magical effects.
Magic Weapons.
The marilith's weapon attacks are magical.
Reactive.
The marilith can take one reaction on every turn in combat.
Multiattack.
The marilith can make seven attacks: six with its longswords and one
with its tail.
Longsword.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8
+ 4) slashing damage.
Tail.
Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15
(2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it
is grappled (escape DC 19). Until this grapple ends, the target is
restrained, the marilith can automatically hit the target with its
tail, and the marilith can't make tail attacks against other targets.
Teleport.
The marilith 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 marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4
hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.
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 = "Marilith"
description = "Large fiend, chaotic evil"
challenge_rating = 16
armor_class = 18
skills = ""
senses = "Truesight 120 ft., Passive Perception 13"
languages = "Abyssal, telepathy 120 ft."
strength = Ability(18)
dexterity = Ability(20)
constitution = Ability(20)
intelligence = Ability(18)
wisdom = Ability(16)
charisma = Ability(20)
speed = 40
swim_speed = 0
fly_speed = 0
climb_speed = 0
hp_max = 189
hit_dice = "18d10"
spells = []
class Mastiff(Monster):
"""
Keen Hearing and Smell.
The mastiff 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. If the target is a creature, it must succeed on a
DC 11 Strength saving throw or be knocked prone.
"""
name = "Mastiff"
description = "Medium beast, unaligned"
challenge_rating = 0.125
armor_class = 12
skills = "Perception +3"
senses = "Passive Perception 13"
languages = ""
strength = Ability(13)
dexterity = Ability(14)
constitution = Ability(12)
intelligence = Ability(3)
wisdom = Ability(12)
charisma = Ability(7)
speed = 40
swim_speed = 0
fly_speed = 0
climb_speed = 0
hp_max = 5
hit_dice = "1d8"
spells = []
class Medusa(Monster):
"""
Petrifying Gaze.
When a creature that can see the medusa's eyes starts its turn within
30 ft. of the medusa, the medusa can force it to make a DC 14
Constitution saving throw if the medusa isn't incapacitated and can
see the creature. If the saving throw fails by 5 or more, the creature
is instantly petrified. Otherwise, a creature that fails the save
begins to turn to stone and is restrained. The restrained creature
must repeat the saving throw at the end of its next turn, becoming
petrified on a failure or ending the effect on a success. The
petrification lasts until the creature is freed by the greater
restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the saving
throw at the start of its turn. If the creature does so, it can't see
the medusa until the start of its next turn, when it can avert its
eyes again. If the creature looks at the medusa in the meantime, it
must immediately make the save.
If the medusa sees itself reflected on a polished surface within 30
ft. of it and in an area of bright light, the medusa is, due to its
curse, affected by its own gaze.
Multiattack.
The medusa makes either three melee attacks--one with its snake hair
and two with its shortsword--or two ranged attacks with its longbow.
Snake Hair.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4
+ 2) piercing damage plus 14 (4d6) poison damage.
Shortsword.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 +
2) piercing damage.
Longbow.
Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6
(1d8 + 2) piercing damage plus 7 (2d6) poison damage.
"""
name = "Medusa"
description = "Medium monstrosity, lawful evil"
challenge_rating = 6
armor_class = 15
skills = "Deception +5, Insight +4, Perception +4, Stealth +5"
senses = "Darkvision 60 ft., Passive Perception 14"
languages = "Common"
strength = Ability(10)
dexterity = Ability(15)
constitution = Ability(16)
intelligence = Ability(12)
wisdom = Ability(13)
charisma = Ability(15)
speed = 30
swim_speed = 0
fly_speed = 0
climb_speed = 0
hp_max = 127
hit_dice = "17d8"
spells = []
class Merfolk(Monster):
"""
Amphibious.
The merfolk can breathe air and water.
Spear.
Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60
ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing
damage if used with two hands to make a melee attack.
"""
name = "Merfolk"
description = "Medium humanoid, neutral"
challenge_rating = 0.125
armor_class = 11
skills = "Perception +2"
senses = "Passive Perception 12"
languages = "Aquan, Common"
strength = Ability(10)
dexterity = Ability(13)
constitution = Ability(12)
intelligence = Ability(11)
wisdom = Ability(11)
charisma = Ability(12)
speed = 10
swim_speed = 40
fly_speed = 0
climb_speed = 0
hp_max = 11
hit_dice = "2d8"
spells = []
class Merrow(Monster):
"""
Amphibious.
The merrow can breathe air and water.
Multiattack.
The merrow makes two attacks: one with its bite and one with its claws
or harpoon.
Bite.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 +
4) piercing damage.
Claws.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 +
4) slashing damage.
Harpoon.
Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60
ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a
Huge or smaller creature, it must succeed on a Strength contest
against the merrow or be pulled up to 20 feet toward the merrow.
"""
name = "Merrow"
description = "Large monstrosity, chaotic evil"
challenge_rating = 2
armor_class = 13
skills = ""
senses = "Darkvision 60 ft., Passive Perception 10"
languages = "Abyssal, Aquan"
strength = Ability(18)
dexterity = Ability(10)
constitution = Ability(15)
intelligence = Ability(8)
wisdom = Ability(10)
charisma = Ability(9)
speed = 10
swim_speed = 40
fly_speed = 0
climb_speed = 0
hp_max = 45
hit_dice = "6d10"
spells = []
class Mimic(Monster):
"""
Shapechanger.
The mimic can use its action to polymorph into an object or back into
its true, amorphous form. Its statistics are the same in each form.
Any equipment it is wearing or carrying isn 't transformed. It reverts
to its true form if it dies.
Adhesive (Object Form Only).
The mimic adheres to anything that touches it. A Huge or smaller
creature adhered to the mimic is also grappled by it (escape DC 13).
Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only).
While the mimic remains motionless, it is indistinguishable from an
ordinary object.
Grappler.
The mimic has advantage on attack rolls against any creature grappled
by it.
Pseudopod.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 +
3) bludgeoning damage. If the mimic is in object form, the target is
subjected to its Adhesive trait.
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 +
3) piercing damage plus 4 (1d8) acid damage.
"""
name = "Mimic"
description = "Medium monstrosity, neutral"
challenge_rating = 2
armor_class = 12
skills = "Stealth +5"
senses = "Darkvision 60 ft., Passive Perception 11"
languages = ""
strength = Ability(17)
dexterity = Ability(12)
constitution = Ability(15)
intelligence = Ability(5)
wisdom = Ability(13)
charisma = Ability(8)
speed = 15
swim_speed = 0
fly_speed = 0
climb_speed = 0
hp_max = 58
hit_dice = "9d8"
spells = []
class Minotaur(Monster):
"""
Charge.
If the minotaur moves at least 10 ft. straight toward a target and
then hits it with a gore attack on the same turn, the target takes an
extra 9 (2d8) piercing damage. If the target is a creature, it must
succeed on a DC 14 Strength saving throw or be pushed up to 10 ft.
away and knocked prone.
Labyrinthine Recall.
The minotaur can perfectly recall any path it has traveled.
Reckless.
At the start of its turn, the minotaur can gain advantage on all melee
weapon attack rolls it makes during that turn, but attack rolls
against it have advantage until the start of its next turn.
Greataxe.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12
+ 4) slashing damage.
Gore.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8
+ 4) piercing damage.
"""
name = "Minotaur"
description = "Large monstrosity, chaotic evil"
challenge_rating = 3
armor_class = 14
skills = "Perception +7"
senses = "Darkvision 60 ft., Passive Perception 17"
languages = "Abyssal"
strength = Ability(18)
dexterity = Ability(11)
constitution = Ability(16)
intelligence = Ability(6)
wisdom = Ability(16)
charisma = Ability(9)
speed = 40
swim_speed = 0
fly_speed = 0
climb_speed = 0
hp_max = 76
hit_dice = "9d10"
spells = []
class MinotaurSkeleton(Monster):
"""
Charge.
If the skeleton moves at least 10 feet straight toward a target and
then hits it with a gore attack on the same turn, the target takes an
extra 9 (2d8) piercing damage. If the target is a creature, it must
succeed on a DC 14 Strength saving throw or be pushed up to 10 feet
away and knocked prone.
Greataxe.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12
+ 4) slashing damage.
Gore.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8
+ 4) piercing damage.
"""
name = "Minotaur Skeleton"
description = "Large undead, lawful evil"
challenge_rating = 2
armor_class = 12
skills = ""
senses = "Darkvision 60 ft., Passive Perception 9"
languages = "understands Abyssal but can't speak"
strength = Ability(18)
dexterity = Ability(11)
constitution = Ability(15)
intelligence = Ability(6)
wisdom = Ability(8)
charisma = Ability(5)
speed = 40
swim_speed = 0
fly_speed = 0
climb_speed = 0
hp_max = 67
hit_dice = "9d10"
spells = []
class Mule(Monster):
"""
Beast of Burden.
The mule is considered to be a Large animal for the purpose of
determining its carrying capacity.
Sure-Footed.
The mule has advantage on Strength and Dexterity saving throws made
against effects that would knock it prone.
Hooves.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 +
2) bludgeoning damage.
"""
name = "Mule"
description = "Medium beast, unaligned"
challenge_rating = 0.125
armor_class = 10
skills = ""
senses = "Passive Perception 10"
languages = ""
strength = Ability(14)
dexterity = Ability(10)
constitution = Ability(13)
intelligence = Ability(2)
wisdom = Ability(10)
charisma = Ability(5)
speed = 40
swim_speed = 0
fly_speed = 0
climb_speed = 0
hp_max = 11
hit_dice = "2d8"
spells = []
class Mummy(Monster):
"""
Multiattack.
The mummy can use its Dreadful Glare and makes one attack with its
rotting fist.
Rotting Fist.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6
+ 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target
is a creature, it must succeed on a DC 12 Constitution saving throw or
be cursed with mummy rot. The cursed target can't regain hit points,
and its hit point maximum decreases by 10 (3d6) for every 24 hours
that elapse. If the curse reduces the target's hit point maximum to 0,
the target dies, and its body turns to dust. The curse lasts until
removed by the remove curse spell or other magic.
Dreadful Glare.
The mummy targets one creature it can see within 60 ft. of it. If the
target can see the mummy, it must succeed on a DC 11 Wisdom saving
throw against this magic or become frightened until the end of the
mummy's next turn. If the target fails the saving throw by 5 or more,
it is also paralyzed for the same duration. A target that succeeds on
the saving throw is immune to the Dreadful Glare of all mummies (but
not mummy lords) for the next 24 hours.
"""
name = "Mummy"
description = "Medium undead, lawful evil"
challenge_rating = 3
armor_class = 11
skills = ""
senses = "Darkvision 60 ft., Passive Perception 10"
languages = "the languages it knew in life"
strength = Ability(16)
dexterity = Ability(8)
constitution = Ability(15)
intelligence = Ability(6)
wisdom = Ability(10)
charisma = Ability(12)
speed = 20
swim_speed = 0
fly_speed = 0
climb_speed = 0
hp_max = 58
hit_dice = "9d8"
spells = []
class MummyLord(Monster):
"""
Magic Resistance.
The mummy lord has advantage on saving throws against spells and other
magical effects.
Rejuvenation.
A destroyed mummy lord gains a new body in 24 hours if its heart is
intact, regaining all its hit points and becoming active again. The
new body appears within 5 feet of the mummy lord's heart.
Spellcasting.
The mummy lord is a 10th-level spellcaster. Its spellcasting ability
is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy
lord has the following cleric spells prepared:
- Cantrips (at will): sacred flame, thaumaturgy
- 1st level (4 slots): command, guiding bolt, shield of faith
- 2nd level (3 slots): hold person, silence, spiritual weapon
- 3rd level (3 slots): animate dead, dispel magic
- 4th level (3 slots): divination, guardian of faith
- 5th level (2 slots): contagion, insect plague
- 6th level (1 slot): harm
Multiattack.
The mummy can use its Dreadful Glare and makes one attack with its
rotting fist.
Rotting Fist.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6
+ 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target
is a creature, it must succeed on a DC 16 Constitution saving throw or
be cursed with mummy rot. The cursed target can't regain hit points,
and its hit point maximum decreases by 10 (3d6) for every 24 hours
that elapse. If the curse reduces the target's hit point maximum to 0,
the target dies, and its body turns to dust. The curse lasts until
removed by the remove curse spell or other magic.
Dreadful Glare.
The mummy lord targets one creature it can see within 60 feet of it.
If the target can see the mummy lord, it must succeed on a DC 16
Wisdom saving throw against this magic or become frightened until the
end of the mummy's next turn. If the target fails the saving throw by
5 or more, it is also paralyzed for the same duration. A target that
succeeds on the saving throw is immune to the Dreadful Glare of all
mummies and mummy lords for the next 24 hours.
"""
name = "Mummy Lord"
description = "Medium undead, lawful evil"
challenge_rating = 15
armor_class = 17
skills = "History +5, Religion +5"
senses = "Darkvision 60 ft., Passive Perception 14"
languages = "the languages it knew in life"
strength = Ability(18)
dexterity = Ability(10)
constitution = Ability(17)
intelligence = Ability(11)
wisdom = Ability(18)
charisma = Ability(16)
speed = 20
swim_speed = 0
fly_speed = 0
climb_speed = 0
hp_max = 97
hit_dice = "13d8"
spells = ["sacred flame", "thaumaturgy", "command", "guiding bolt", "shield of faith", "hold person", "silence", "spiritual weapon", "animate dead", "dispel magic", "divination", "guardian of faith", "contagion", "insect plague", "harm"]