mirror of
https://github.com/Threnklyn/dungeon-sheets.git
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764 lines
25 KiB
Python
764 lines
25 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 Camel(Monster):
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"""
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Bite.
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Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4)
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bludgeoning damage.
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"""
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name = "Camel"
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description = "Large beast, unaligned"
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challenge_rating = 0.125
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armor_class = 9
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skills = ""
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senses = "Passive Perception 9"
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languages = ""
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strength = Ability(16)
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dexterity = Ability(8)
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constitution = Ability(14)
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intelligence = Ability(2)
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wisdom = Ability(8)
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charisma = Ability(5)
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speed = 50
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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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hp_max = 15
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hit_dice = "2d10"
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spells = []
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class Cat(Monster):
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"""
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Keen Smell.
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The cat has advantage on Wisdom (Perception) checks that rely on
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smell.
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Claws.
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Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1
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slashing damage.
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"""
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name = "Cat"
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description = "Tiny beast, unaligned"
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challenge_rating = 0
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armor_class = 12
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skills = "Perception +3, Stealth +4"
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senses = "Passive Perception 13"
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languages = ""
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strength = Ability(3)
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dexterity = Ability(15)
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constitution = Ability(10)
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intelligence = Ability(3)
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wisdom = Ability(12)
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charisma = Ability(7)
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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 = 30
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hp_max = 2
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hit_dice = "1d4"
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spells = []
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class Centaur(Monster):
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"""
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Charge.
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If the centaur moves at least 30 ft. straight toward a target and then
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hits it with a pike attack on the same turn, the target takes an extra
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10 (3d6) piercing damage.
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Multiattack.
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The centaur makes two attacks: one with its pike and one with its
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hooves or two with its longbow.
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Pike.
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Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10
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+ 4) piercing damage.
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Hooves.
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Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6
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+ 4) bludgeoning damage.
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Longbow.
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Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6
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(1d8 + 2) piercing damage.
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"""
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name = "Centaur"
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description = "Large monstrosity, neutral good"
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challenge_rating = 2
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armor_class = 12
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skills = "Athletics +6, Perception +3, Survival +3"
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senses = "Passive Perception 13"
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languages = "Elvish, Sylvan"
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strength = Ability(18)
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dexterity = Ability(14)
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constitution = Ability(14)
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intelligence = Ability(9)
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wisdom = Ability(13)
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charisma = Ability(11)
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speed = 50
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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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hp_max = 45
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hit_dice = "6d10"
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spells = []
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class ChainDevil(Monster):
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"""
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Devil's Sight.
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Magical darkness doesn't impede the devil's darkvision.
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Magic Resistance.
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The devil has advantage on saving throws against spells and other
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magical effects.
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Multiattack.
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The devil makes two attacks with its chains.
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Chain.
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Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6
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+ 4) slashing damage. The target is grappled (escape DC 14) if the
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devil isn't already grappling a creature. Until this grapple ends, the
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target is restrained and takes 7 (2d6) piercing damage at the start of
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each of its turns.
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Animate Chains.
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Up to four chains the devil can see within 60 feet of it magically
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sprout razor-edged barbs and animate under the devil's control,
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provided that the chains aren't being worn or carried.
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Each animated chain is an object with AC 20, 20 hit points, resistance
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to piercing damage, and immunity to psychic and thunder damage. When
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the devil uses Multiattack on its turn, it can use each animated chain
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to make one additional chain attack. An animated chain can grapple one
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creature of its own but can't make attacks while grappling. An
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animated chain reverts to its inanimate state if reduced to 0 hit
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points or if the devil is incapacitated or dies.
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"""
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name = "Chain Devil"
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description = "Medium fiend, lawful evil"
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challenge_rating = 8
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armor_class = 16
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skills = ""
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senses = "Darkvision 120 ft., Passive Perception 11"
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languages = "Infernal, telepathy 120 ft."
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strength = Ability(18)
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dexterity = Ability(15)
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constitution = Ability(18)
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intelligence = Ability(11)
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wisdom = Ability(12)
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charisma = Ability(14)
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speed = 30
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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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hp_max = 85
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hit_dice = "10d8"
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spells = []
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class Chimera(Monster):
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"""
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Multiattack.
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The chimera makes three attacks: one with its bite, one with its
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horns, and one with its claws. When its fire breath is available, it
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can use the breath in place of its bite or horns.
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Bite.
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Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6
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+ 4) piercing damage.
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Horns.
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Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12
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+ 4) bludgeoning damage.
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Claws.
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Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6
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+ 4) slashing damage.
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Fire Breath.
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The dragon head exhales fire in a 15-foot cone. Each creature in that
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area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire
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damage on a failed save, or half as much damage on a successful one.
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"""
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name = "Chimera"
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description = "Large monstrosity, chaotic evil"
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challenge_rating = 6
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armor_class = 14
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skills = "Perception +8"
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senses = "Darkvision 60 ft., Passive Perception 18"
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languages = "understands Draconic but can't speak"
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strength = Ability(19)
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dexterity = Ability(11)
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constitution = Ability(19)
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intelligence = Ability(3)
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wisdom = Ability(14)
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charisma = Ability(10)
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speed = 30
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swim_speed = 0
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fly_speed = 60
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climb_speed = 0
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hp_max = 114
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hit_dice = "12d10"
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spells = []
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class Chuul(Monster):
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"""
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Amphibious.
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The chuul can breathe air and water.
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Sense Magic.
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The chuul senses magic within 120 feet of it at will. This trait
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otherwise works like the detect magic spell but isn't itself magical.
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Multiattack.
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The chuul makes two pincer attacks. If the chuul is grappling a
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creature, the chuul can also use its tentacles once.
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Pincer.
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Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6
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+ 4) bludgeoning damage. The target is grappled (escape DC 14) if it
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is a Large or smaller creature and the chuul doesn't have two other
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creatures grappled.
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Tentacles.
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One creature grappled by the chuul must succeed on a DC 13
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Constitution saving throw or be poisoned for 1 minute. Until this
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poison ends, the target is paralyzed. The target can repeat the saving
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throw at the end of each of its turns, ending the effect on itself on
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a success.
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"""
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name = "Chuul"
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description = "Large aberration, chaotic evil"
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challenge_rating = 4
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armor_class = 16
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skills = "Perception +4"
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senses = "Darkvision 60 ft., Passive Perception 14"
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languages = "understands Deep Speech but can't speak"
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strength = Ability(19)
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dexterity = Ability(10)
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constitution = Ability(16)
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intelligence = Ability(5)
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wisdom = Ability(11)
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charisma = Ability(5)
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speed = 30
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swim_speed = 30
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fly_speed = 0
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climb_speed = 0
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hp_max = 93
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hit_dice = "11d10"
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spells = []
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class ClayGolem(Monster):
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"""
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Acid Absorption.
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Whenever the golem is subjected to acid damage, it takes no damage and
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instead regains a number of hit points equal to the acid damage dealt.
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Berserk.
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Whenever the golem starts its turn with 60 hit points or fewer, roll a
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d6. On a 6, the golem goes berserk. On each of its turns while
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berserk, the golem attacks the nearest creature it can see. If no
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creature is near enough to move to and attack, the golem attacks an
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object, with preference for an object smaller than itself. Once the
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golem goes berserk, it continues to do so until it is destroyed or
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regains all its hit points.
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Immutable Form.
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The golem is immune to any spell or effect that would alter its form.
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Magic Resistance.
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The golem has advantage on saving throws against spells and other
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magical effects.
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Magic Weapons.
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The golem's weapon attacks are magical.
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Multiattack.
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The golem makes two slam attacks.
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Slam.
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Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10
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+ 5) bludgeoning damage. If the target is a creature, it must succeed
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on a DC 15 Constitution saving throw or have its hit point maximum
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reduced by an amount equal to the damage taken. The target dies if
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this attack reduces its hit point maximum to 0. The reduction lasts
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until removed by the greater restoration spell or other magic.
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Haste.
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Until the end of its next turn, the golem magically gains a +2 bonus
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to its AC, has advantage on Dexterity saving throws, and can use its
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slam attack as a bonus action.
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"""
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name = "Clay Golem"
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description = "Large construct, unaligned"
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challenge_rating = 9
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armor_class = 14
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skills = ""
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senses = "Darkvision 60 ft., Passive Perception 9"
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languages = "understands the languages of its creator but can't speak"
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strength = Ability(20)
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dexterity = Ability(9)
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constitution = Ability(18)
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intelligence = Ability(3)
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wisdom = Ability(8)
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charisma = Ability(1)
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speed = 20
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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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hp_max = 133
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hit_dice = "14d10"
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spells = []
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class Cloaker(Monster):
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"""
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Damage Transfer.
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While attached to a creature, the cloaker takes only half the damage
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dealt to it (rounded down). and that creature takes the other half.
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False Appearance.
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While the cloaker remains motionless without its underside exposed, it
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is indistinguishable from a dark leather cloak.
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Light Sensitivity.
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While in bright light, the cloaker has disadvantage on attack rolls
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and Wisdom (Perception) checks that rely on sight.
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Multiattack.
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The cloaker makes two attacks: one with its bite and one with its
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tail.
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Bite.
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Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10
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(2d6 + 3) piercing damage, and if the target is Large or smaller, the
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cloaker attaches to it. If the cloaker has advantage against the
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target, the cloaker attaches to the target's head, and the target is
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blinded and unable to breathe while the cloaker is attached. While
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attached, the cloaker can make this attack only against the target and
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has advantage on the attack roll. The cloaker can detach itself by
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spending 5 feet of its movement. A creature, including the target, can
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take its action to detach the cloaker by succeeding on a DC 16
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Strength check.
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Tail.
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Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7
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(1d8 + 3) slashing damage.
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Moan.
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Each creature within 60 feet of the cloaker that can hear its moan and
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that isn't an aberration must succeed on a DC 13 Wisdom saving throw
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or become frightened until the end of the cloaker's next turn. If a
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creature's saving throw is successful, the creature is immune to the
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cloaker's moan for the next 24 hours.
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Phantasms.
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The cloaker magically creates three illusory duplicates of itself if
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it isn't in bright light. The duplicates move with it and mimic its
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actions, shifting position so as to make it impossible to track which
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cloaker is the real one. If the cloaker is ever in an area of bright
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light, the duplicates disappear.
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Whenever any creature targets the cloaker with an attack or a harmful
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spell while a duplicate remains, that creature rolls randomly to
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determine whether it targets the cloaker or one of the duplicates. A
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creature is unaffected by this magical effect if it can't see or if it
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relies on senses other than sight.
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A duplicate has the cloaker's AC and uses its saving throws. If an
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attack hits a duplicate, or if a duplicate fails a saving throw
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against an effect that deals damage, the duplicate disappears.
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"""
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name = "Cloaker"
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description = "Large aberration, chaotic neutral"
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challenge_rating = 8
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armor_class = 14
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skills = "Stealth +5"
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senses = "Darkvision 60 ft., Passive Perception 11"
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languages = "Deep Speech, Undercommon"
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strength = Ability(17)
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dexterity = Ability(15)
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constitution = Ability(12)
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intelligence = Ability(13)
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wisdom = Ability(12)
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charisma = Ability(14)
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speed = 10
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swim_speed = 0
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fly_speed = 40
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climb_speed = 0
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hp_max = 78
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hit_dice = "12d10"
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spells = []
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class CloudGiant(Monster):
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"""
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Keen Smell.
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The giant has advantage on Wisdom (Perception) checks that rely on
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smell.
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Innate Spellcasting.
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The giant's innate spellcasting ability is Charisma. It can innately
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cast the following spells, requiring no material components:
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At will: detect magic, fog cloud, light
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3/day each: feather fall, fly, misty step, telekinesis
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1/day each: control weather, gaseous form
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Multiattack.
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The giant makes two morningstar attacks.
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Morningstar.
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Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21
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(3d8 + 8) piercing damage.
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Rock.
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Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit:
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30 (4d10 + 8) bludgeoning damage.
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"""
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name = "Cloud Giant"
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description = "Huge giant, neutral good (50%) or neutral evil (50%)"
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challenge_rating = 9
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armor_class = 14
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skills = "Insight +7, Perception +7"
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senses = "Passive Perception 17"
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languages = "Common, Giant"
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strength = Ability(27)
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dexterity = Ability(10)
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constitution = Ability(22)
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intelligence = Ability(12)
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wisdom = Ability(16)
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charisma = Ability(16)
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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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hp_max = 200
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hit_dice = "16d12"
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spells = []
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|
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class Cockatrice(Monster):
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"""
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Bite.
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Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4
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+ 1) piercing damage, and the target must succeed on a DC 11
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Constitution saving throw against being magically petrified. On a
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failed save, the creature begins to turn to stone and is restrained.
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It must repeat the saving throw at the end of its next turn. On a
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success, the effect ends. On a failure, the creature is petrified for
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24 hours.
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"""
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name = "Cockatrice"
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description = "Small monstrosity, unaligned"
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challenge_rating = 0.5
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armor_class = 11
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skills = ""
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senses = "Darkvision 60 ft., Passive Perception 11"
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languages = ""
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strength = Ability(6)
|
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dexterity = Ability(12)
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constitution = Ability(12)
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intelligence = Ability(2)
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wisdom = Ability(13)
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charisma = Ability(5)
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speed = 20
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swim_speed = 0
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fly_speed = 40
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climb_speed = 0
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hp_max = 27
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hit_dice = "6d6"
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spells = []
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class Commoner(Monster):
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"""
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Club.
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Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4)
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bludgeoning damage.
|
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"""
|
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name = "Commoner"
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description = "Medium humanoid, any alignment"
|
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challenge_rating = 0
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armor_class = 10
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skills = ""
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senses = "Passive Perception 10"
|
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languages = "any one language (usually Common)"
|
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strength = Ability(10)
|
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dexterity = Ability(10)
|
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constitution = Ability(10)
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intelligence = Ability(10)
|
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wisdom = Ability(10)
|
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charisma = Ability(10)
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speed = 30
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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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hp_max = 4
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hit_dice = "1d8"
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spells = []
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|
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class ConstrictorSnake(Monster):
|
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"""
|
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Bite.
|
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Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6
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+ 2) piercing damage.
|
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Constrict.
|
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Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8
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+ 2) bludgeoning damage, and the target is grappled (escape DC 14).
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Until this grapple ends, the creature is restrained, and the snake
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can't constrict another target.
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"""
|
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name = "Constrictor Snake"
|
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description = "Large beast, unaligned"
|
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challenge_rating = 0.25
|
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armor_class = 12
|
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skills = ""
|
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senses = "Blindsight 10 ft., Passive Perception 10"
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languages = ""
|
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strength = Ability(15)
|
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dexterity = Ability(14)
|
|
constitution = Ability(12)
|
|
intelligence = Ability(1)
|
|
wisdom = Ability(10)
|
|
charisma = Ability(3)
|
|
speed = 30
|
|
swim_speed = 30
|
|
fly_speed = 0
|
|
climb_speed = 0
|
|
hp_max = 13
|
|
hit_dice = "2d10"
|
|
spells = []
|
|
|
|
|
|
class CopperDragonWyrmling(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.
|
|
|
|
Acid Breath. The dragon exhales acid in an 20-foot line that is 5 feet
|
|
wide. Each creature in that line must make a DC 11 Dexterity saving
|
|
throw, taking 18 (4d8) acid damage on a failed save, or half as much
|
|
damage on a successful one.
|
|
|
|
Slowing Breath. The dragon exhales gas in a 1 5-foot cone. Each
|
|
creature in that area must succeed on a DC 11 Constitution saving
|
|
throw. On a failed save, the creature can't use reactions, its speed
|
|
is halved, and it can't make more than one attack on its turn. In
|
|
addition, the creature can use either an action or a bonus action on
|
|
its turn, but not both. These effects last for 1 minute. The creature
|
|
can repeat the saving throw at the end of each of its turns, ending
|
|
the effect on itself with a successful save.
|
|
"""
|
|
name = "Copper Dragon Wyrmling"
|
|
description = "Medium dragon, chaotic good"
|
|
challenge_rating = 1
|
|
armor_class = 16
|
|
skills = "Perception +4, Stealth +3"
|
|
senses = "Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14"
|
|
languages = "Draconic"
|
|
strength = Ability(15)
|
|
dexterity = Ability(12)
|
|
constitution = Ability(13)
|
|
intelligence = Ability(14)
|
|
wisdom = Ability(11)
|
|
charisma = Ability(13)
|
|
speed = 30
|
|
swim_speed = 0
|
|
fly_speed = 60
|
|
climb_speed = 30
|
|
hp_max = 22
|
|
hit_dice = "4d8"
|
|
spells = []
|
|
|
|
|
|
class Couatl(Monster):
|
|
"""
|
|
Innate Spellcasting.
|
|
The couatl's spellcasting ability is Charisma (spell save DC 14). It
|
|
can innately cast the following spells, requiring only verbal
|
|
components:
|
|
|
|
|
|
|
|
At will: detect evil and good, detect magic, detect thoughts
|
|
|
|
3/day each: bless, create food and water, cure wounds, lesser
|
|
restoration, protection from poison, sanctuary, shield
|
|
|
|
1/day each: dream, greater restoration, scrying
|
|
Magic Weapons.
|
|
The couatl's weapon attacks are magical.
|
|
Shielded Mind.
|
|
The couatl is immune to scrying and to any effect that would sense its
|
|
emotions, read its thoughts, or detect its location.
|
|
Bite.
|
|
Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6
|
|
+ 5) piercing damage, and the target must succeed on a DC 13
|
|
Constitution saving throw or be poisoned for 24 hours. Until this
|
|
poison ends, the target is unconscious. Another creature can use an
|
|
action to shake the target awake.
|
|
Constrict.
|
|
Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller
|
|
creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is
|
|
grappled (escape DC 15). Until this grapple ends, the target is
|
|
restrained, and the couatl can't constrict another target.
|
|
Change Shape.
|
|
The couatl magically polymorphs into a humanoid or beast that has a
|
|
challenge rating equal to or less than its own, or back into its true
|
|
form. It reverts to its true form if it dies. Any equipment it is
|
|
wearing or carrying is absorbed or borne by the new form (the couatl's
|
|
choice).
|
|
|
|
In a new form, the couatl retains its game statistics and ability to
|
|
speak, but its AC, movement modes, Strength, Dexterity, and other
|
|
actions are replaced by those of the new form, and it gains any
|
|
statistics and capabilities (except class features, legendary actions,
|
|
and lair actions) that the new form has but that it lacks. If the new
|
|
form has a bite attack, the couatl can use its bite in that form.
|
|
"""
|
|
name = "Couatl"
|
|
description = "Medium celestial, lawful good"
|
|
challenge_rating = 4
|
|
armor_class = 19
|
|
skills = ""
|
|
senses = "Truesight 120 ft., Passive Perception 15"
|
|
languages = "all, telepathy 120 ft."
|
|
strength = Ability(16)
|
|
dexterity = Ability(20)
|
|
constitution = Ability(17)
|
|
intelligence = Ability(18)
|
|
wisdom = Ability(20)
|
|
charisma = Ability(18)
|
|
speed = 30
|
|
swim_speed = 0
|
|
fly_speed = 90
|
|
climb_speed = 0
|
|
hp_max = 97
|
|
hit_dice = "13d8"
|
|
spells = []
|
|
|
|
|
|
class Crab(Monster):
|
|
"""
|
|
Amphibious.
|
|
The crab can breathe air and water.
|
|
Claw.
|
|
Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1
|
|
bludgeoning damage.
|
|
"""
|
|
name = "Crab"
|
|
description = "Tiny beast, unaligned"
|
|
challenge_rating = 0
|
|
armor_class = 11
|
|
skills = "Stealth +2"
|
|
senses = "Blindsight 30 ft., Passive Perception 9"
|
|
languages = ""
|
|
strength = Ability(2)
|
|
dexterity = Ability(11)
|
|
constitution = Ability(10)
|
|
intelligence = Ability(1)
|
|
wisdom = Ability(8)
|
|
charisma = Ability(2)
|
|
speed = 20
|
|
swim_speed = 20
|
|
fly_speed = 0
|
|
climb_speed = 0
|
|
hp_max = 2
|
|
hit_dice = "1d4"
|
|
spells = []
|
|
|
|
|
|
class Crocodile(Monster):
|
|
"""
|
|
Hold Breath.
|
|
The crocodile can hold its breath for 15 minutes.
|
|
Bite.
|
|
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7
|
|
(1d10 + 2) piercing damage, and the target is grappled (escape DC 12).
|
|
Until this grapple ends, the target is restrained, and the crocodile
|
|
can't bite another target
|
|
"""
|
|
name = "Crocodile"
|
|
description = "Large beast, unaligned"
|
|
challenge_rating = 0.5
|
|
armor_class = 12
|
|
skills = "Stealth +2"
|
|
senses = "Passive Perception 10"
|
|
languages = ""
|
|
strength = Ability(15)
|
|
dexterity = Ability(10)
|
|
constitution = Ability(13)
|
|
intelligence = Ability(2)
|
|
wisdom = Ability(10)
|
|
charisma = Ability(5)
|
|
speed = 20
|
|
swim_speed = 20
|
|
fly_speed = 0
|
|
climb_speed = 0
|
|
hp_max = 19
|
|
hit_dice = "3d10"
|
|
spells = []
|
|
|
|
|
|
class CultFanatic(Monster):
|
|
"""
|
|
Dark Devotion.
|
|
The fanatic has advantage on saving throws against being charmed or
|
|
frightened.
|
|
Spellcasting.
|
|
The fanatic is a 4th-level spellcaster. Its spell casting ability is
|
|
Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic
|
|
has the following cleric spells prepared:
|
|
|
|
|
|
|
|
Cantrips (at will): light, sacred flame, thaumaturgy
|
|
|
|
- 1st level (4 slots): command, inflict wounds, shield of faith
|
|
|
|
- 2nd level (3 slots): hold person, spiritual weapon
|
|
Multiattack.
|
|
The fanatic makes two melee attacks.
|
|
Dagger.
|
|
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60
|
|
ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
|
|
"""
|
|
name = "Cult Fanatic"
|
|
description = "Medium humanoid, any non-good alignment"
|
|
challenge_rating = 2
|
|
armor_class = 13
|
|
skills = "Deception +4, Persuasion +4, Religion +2"
|
|
senses = "Passive Perception 11"
|
|
languages = "any one language (usually Common)"
|
|
strength = Ability(11)
|
|
dexterity = Ability(14)
|
|
constitution = Ability(12)
|
|
intelligence = Ability(10)
|
|
wisdom = Ability(13)
|
|
charisma = Ability(14)
|
|
speed = 30
|
|
swim_speed = 0
|
|
fly_speed = 0
|
|
climb_speed = 0
|
|
hp_max = 22
|
|
hit_dice = "6d8"
|
|
spells = ["light", "sacred flame", "thaumaturgy", "command", "inflict wounds", "shield of faith", "hold person", "spiritual weapon"]
|
|
|
|
|
|
class Cultist(Monster):
|
|
"""
|
|
Dark Devotion.
|
|
The cultist has advantage on saving throws against being charmed or
|
|
frightened.
|
|
Scimitar.
|
|
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6
|
|
+ 1) slashing damage.
|
|
"""
|
|
name = "Cultist"
|
|
description = "Medium humanoid, any non-good alignment"
|
|
challenge_rating = 0.125
|
|
armor_class = 12
|
|
skills = "Deception +2, Religion +2"
|
|
senses = "Passive Perception 10"
|
|
languages = "any one language (usually Common)"
|
|
strength = Ability(11)
|
|
dexterity = Ability(12)
|
|
constitution = Ability(10)
|
|
intelligence = Ability(10)
|
|
wisdom = Ability(11)
|
|
charisma = Ability(10)
|
|
speed = 30
|
|
swim_speed = 0
|
|
fly_speed = 0
|
|
climb_speed = 0
|
|
hp_max = 9
|
|
hit_dice = "2d8"
|
|
spells = []
|