mirror of
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970 lines
34 KiB
Python
970 lines
34 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 Dao(Monster):
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"""Earth Glide.
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The dao can burrow through nonmagical unworked earth and
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stone. While doing so, the dao doesn't distrub the material it
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moves through.
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Elemental Demise.
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If the dao dies, its body disintegrates into crystalline powder,
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leaving behind only equipment the dao was wearing or carrying.
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Innate Spellcasting.
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The dao's innate spellcasting ability is Charisma (spell save DC
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14, +6 to hit with spell attacks). It can innately cast the
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following spells, requiring no material components:
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- At will: detect evil and good, detect magic, stone shape.
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- 3/day each: passwall, move earth, tongues.
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- 1/day each: conjure elemental (earth elemental only), gaseous
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form, invisibility, phantasmal killer, plane shift, wall of
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stone.
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Sure-Footed.
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The dao has advantage on Strength and Dexterity saving throws
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made against effects that would knock it prone.
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Multiattack.
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The dao makes two fist attacks or two maul attacks.
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Fist.
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*Melee weapon attack:* +10 to hit, reach 5ft., one
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target. *Hit:* 15 (2d8 + 6) bludgeoning damage.
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Maul.
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*Melee weapon attack:* +10 to hit, reach 5ft., one
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target. *Hit:* 20 (4d6 + 6) bludgeoning damage. If the target is
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a Huge or smaller creature, it must succeed on a DC 18 Strength
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check or be knocked prone.
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"""
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name = "Dao"
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description = "Large elemental, neutral evil"
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challenge_rating = 11
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armor_class = 18
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skills = ""
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saving_throws = "Int +5, Wis +5, Cha +6"
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condition_immunities = "petrified"
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senses = "darkvision 120ft., passive Perception 11"
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languages = "Terran"
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strength = Ability(23)
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dexterity = Ability(12)
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constitution = Ability(24)
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intelligence = Ability(12)
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wisdom = Ability(13)
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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 = 30
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climb_speed = 0
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burrow_speed = 30
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hp_max = 187
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hit_dice = "15d10 + 105"
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spells = ["detect evil and good", "detect magic", "stone shape",
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"passwall", "move earth", "tongues",
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"conjure elemental", "gaseous form",
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"invisibility", "phantasmal killer", "plane shift",
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"wall of stone"]
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class Darkmantle(Monster):
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"""
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Echolocation.
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The darkmantle can't use its blindsight while deafened.
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False Appearance.
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While the darkmantle remains motionless, it is indistinguishable from
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a cave formation such as a stalactite or stalagmite.
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Crush.
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Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6
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+ 3) bludgeoning damage, and the darkmantle attaches to the target. If
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the target is Medium or smaller and the darkmantle has advantage on
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the attack roll, it attaches by engulfing the target's head, and the
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target is also blinded and unable to breathe while the darkmantle is
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attached in this way.
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While attached to the target, the darkmantle can attack no other
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creature except the target but has advantage on its attack rolls. The
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darkmantle's speed also becomes 0, it can't benefit from any bonus to
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its speed, and it moves with the target.
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A creature can detach the darkmantle by making a successful DC 13
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Strength check as an action. On its turn, the darkmantle can detach
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itself from the target by using 5 feet of movement.
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Darkness Aura.
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A 15-foot radius of magical darkness extends out from the darkmantle,
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moves with it, and spreads around corners. The darkness lasts as long
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as the darkmantle maintains concentration, up to 10 minutes (as if
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concentrating on a spell). Darkvision can't penetrate this darkness,
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and no natural light can illuminate it. If any of the darkness
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overlaps with an area of light created by a spell of 2nd level or
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lower, the spell creating the light is dispelled.
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"""
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name = "Darkmantle"
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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 = "Stealth +3"
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senses = "Blindsight 60 ft., Passive Perception 10"
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languages = ""
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strength = Ability(16)
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dexterity = Ability(12)
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constitution = Ability(13)
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intelligence = Ability(2)
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wisdom = Ability(10)
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charisma = Ability(5)
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speed = 10
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swim_speed = 0
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fly_speed = 30
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climb_speed = 0
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hp_max = 22
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hit_dice = "5d6"
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spells = []
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class DeathDog(Monster):
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"""
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Two-Headed.
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The dog has advantage on Wisdom (Perception) checks and on saving
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throws against being blinded, charmed, deafened, frightened, stunned,
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or knocked unconscious.
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Multiattack.
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The dog makes two bite attacks.
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Bite.
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Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 +
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2) piercing damage. If the target is a creature, it must succeed on a
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DC 12 Constitution saving throw against disease or become poisoned
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until the disease is cured. Every 24 hours that elapse, the creature
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must repeat the saving throw, reducing its hit point maximum by 5
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(1d10) on a failure. This reduction lasts until the disease is cured.
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The creature dies if the disease reduces its hit point maximum to 0.
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"""
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name = "Death Dog"
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description = "Medium monstrosity, neutral evil"
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challenge_rating = 1
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armor_class = 12
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skills = "Perception +5, Stealth +4"
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senses = "Darkvision 120 ft., Passive Perception 15"
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languages = ""
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strength = Ability(15)
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dexterity = Ability(14)
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constitution = Ability(14)
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intelligence = Ability(3)
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wisdom = Ability(13)
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charisma = Ability(6)
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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 = 39
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hit_dice = "6d8"
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spells = []
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class DeepGnomeSvirfneblin(Monster):
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"""
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Stone Camouflage.
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The gnome has advantage on Dexterity (Stealth) checks made to hide in
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rocky terrain.
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Gnome Cunning.
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The gnome has advantage on Intelligence, Wisdom, and Charisma saving
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throws against magic.
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Innate Spellcasting.
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The gnome's innate spellcasting ability is Intelligence (spell save DC
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11). It can innately cast the following spells, requiring no material
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components:
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At will: nondetection (self only)
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1/day each: blindness/deafness, blur, disguise self
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War Pick.
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Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 +
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2) piercing damage.
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Poisoned Dart.
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Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit:
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4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12
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Constitution saving throw or be poisoned for 1 minute. The target can
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repeat the saving throw at the end of each of its turns, ending the
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effect on itself on a success
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"""
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name = "Deep Gnome (Svirfneblin)"
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description = "Small humanoid, neutral good"
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challenge_rating = 0.5
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armor_class = 15
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skills = "Investigation +3, Perception +2, Stealth +4"
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senses = "Darkvision 120 ft., Passive Perception 12"
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languages = "Gnomish, Terran, Undercommon"
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strength = Ability(15)
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dexterity = Ability(14)
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constitution = Ability(14)
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intelligence = Ability(12)
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wisdom = Ability(10)
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charisma = Ability(9)
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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 = 16
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hit_dice = "3d6"
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spells = []
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class DeepGnomeSvirfneblin(Monster):
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"""Stone Camouflage.
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The gnome has advantage on Dexterity (Stealth) checks made to
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hide in rocky terrain.
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Gnome Cunning.
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The gnome has advantage on Intelligence, Wisdom, and Charisma
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saving throws against magic.
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Innate Spellcasting.
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The gnome's innate spellcasting ability is Intelligence (spell
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save DC 11). It can innately cast the following spells,
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requiring no material components:
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- At will: nondetection (self only)
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- 1/day each: blindness/deafness, blur, disguise self
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War Pick
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Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6
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(1d8 + 2) piercing damage.
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Poisoned Dart
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Ranged Weapon Attack: +4 to hit, range 30/120 ft., one
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creature. Hit: 4 (1d4 + 2) piercing damage, and the target must
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succeed on a DC 12 Constitution saving throw or be poisoned for
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1 minute. The target can repeat the saving throw at the end of
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each of its turns, ending the effect on itself on a success
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"""
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name = "Deep Gnome (Svirfneblin)"
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description = "Small humanoid, neutral good"
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challenge_rating = 0.5
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armor_class = 15
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skills = "Investigation +3, Perception +2, Stealth +4"
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senses = "Darkvision 120 ft., Passive Perception 12"
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languages = "Gnomish, Terran, Undercommon"
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strength = Ability(15)
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dexterity = Ability(14)
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constitution = Ability(14)
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intelligence = Ability(12)
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wisdom = Ability(10)
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charisma = Ability(9)
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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 = 16
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hit_dice = "3d6"
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DeepGnome = DeepGnomeSvirfneblin
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class Deer(Monster):
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"""
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Bite.
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Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4)
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piercing damage.
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"""
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name = "Deer"
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description = "Medium beast, unaligned"
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challenge_rating = 0
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armor_class = 13
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skills = ""
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senses = "Passive Perception 12"
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languages = ""
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strength = Ability(11)
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dexterity = Ability(16)
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constitution = Ability(11)
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intelligence = Ability(2)
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wisdom = Ability(14)
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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 = 4
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hit_dice = "1d8"
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spells = []
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class Deva(Monster):
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"""
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Angelic Weapons.
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The deva's weapon attacks are magical. When the deva hits with any
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weapon, the weapon deals an extra 4d8 radiant damage (included in the
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attack).
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Innate Spellcasting.
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The deva's spellcasting ability is Charisma (spell save DC 17). The
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deva can innately cast the following spells, requiring only verbal
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components:
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At will: detect evil and good
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1/day each: commune, raise dead
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Magic Resistance.
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The deva 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 deva makes two melee attacks.
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Mace.
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Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 +
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4) bludgeoning damage plus 18 (4d8) radiant damage.
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Healing Touch.
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The deva touches another creature. The target magically regains 20
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(4d8 + 2) hit points and is freed from any curse, disease, poison,
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blindness, or deafness.
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Change Shape.
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The deva magically polymorphs into a humanoid or beast that has a
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challenge rating equal to or less than its own, or back into its true
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form. It reverts to its true form if it dies. Any equipment it is
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wearing or carrying is absorbed or borne by the new form (the deva's
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choice).
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In a new form, the deva retains its game statistics and ability to
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speak, but its AC, movement modes, Strength, Dexterity, and special
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senses are replaced by those of the new form, and it gains any
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statistics and capabilities (except class features, legendary actions,
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and lair actions) that the new form has but that it lacks.
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"""
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name = "Deva"
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description = "Medium celestial, lawful good"
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challenge_rating = 10
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armor_class = 17
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skills = "Insight +9, Perception +9"
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senses = "Darkvision 120 ft., Passive Perception 19"
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languages = "all, telepathy 120 ft."
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strength = Ability(18)
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dexterity = Ability(18)
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constitution = Ability(18)
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intelligence = Ability(17)
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wisdom = Ability(20)
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charisma = Ability(20)
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speed = 30
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swim_speed = 0
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fly_speed = 90
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climb_speed = 0
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hp_max = 136
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hit_dice = "16d8"
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spells = []
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class DireWolf(Monster):
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"""
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Keen Hearing and Smell.
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The wolf has advantage on Wisdom (Perception) checks that rely on
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hearing or smell.
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Pack Tactics.
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The wolf has advantage on an attack roll against a creature if at
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least one of the wolf's allies is within 5 ft. of the creature and the
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ally isn't incapacitated.
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Bite.
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Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6
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+ 3) piercing damage. If the target is a creature, it must succeed on
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a DC 13 Strength saving throw or be knocked prone.
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"""
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name = "Dire Wolf"
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description = "Large beast, unaligned"
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challenge_rating = 1
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armor_class = 14
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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(17)
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dexterity = Ability(15)
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constitution = Ability(15)
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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 = 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 = 37
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hit_dice = "5d10"
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spells = []
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class Djinni(Monster):
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"""
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Elemental Demise.
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If the djinni dies, its body disintegrates into a warm breeze, leaving
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behind only equipment the djinni was wearing or carrying.
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Innate Spellcasting.
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The djinni's innate spellcasting ability is Charisma (spell save DC
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17, +9 to hit with spell attacks). It can innately cast the following
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spells, requiring no material components:
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At will: detect evil and good, detect magic, thunderwave
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3/day each: create food and water (can create wine instead of water),
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tongues, wind walk
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1/day each: conjure elemental (air elemental only), creation, gaseous
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form, invisibility, major image, plane shift
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Variant: Genie Powers.
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Genies have a variety of magical capabilities, including spells. A few
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have even greater powers that allow them to alter their appearance or
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the nature of reality.
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Disguises.
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Some genies can veil themselves in illusion to pass as other similarly
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shaped creatures. Such genies can innately cast the disguise self
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spell at will, often with a longer duration than is normal for that
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spell. Mightier genies can cast the true polymorph spell one to three
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times per day, possibly with a longer duration than normal. Such
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genies can change only their own shape, but a rare few can use the
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spell on other creatures and objects as well.
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Wishes.
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The genie power to grant wishes is legendary among mortals. Only the
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most potent genies, such as those among the nobility, can do so. A
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particular genie that has this power can grant one to three wishes to
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a creature that isn't a genie. Once a genie has granted its limit of
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wishes, it can't grant wishes again for some amount of time (usually 1
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year). and cosmic law dictates that the same genie can expend its
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limit of wishes on a specific creature only once in that creature's
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existence.
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To be granted a wish, a creature within 60 feet of the genie states a
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desired effect to it. The genie can then cast the wish spell on the
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creature's behalf to bring about the effect. Depending on the genie's
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nature, the genie might try to pervert the intent of the wish by
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exploiting the wish's poor wording. The perversion of the wording is
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usually crafted to be to the genie's benefit.
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Multiattack.
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The djinni makes three scimitar attacks.
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Scimitar.
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Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6
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+ 5) slashing damage plus 3 (1d6) lightning or thunder damage
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(djinni's choice).
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Create Whirlwind.
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A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms
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on a point the djinni can see within 120 feet of it. The whirlwind
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lasts as long as the djinni maintains concentration (as if
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concentrating on a spell). Any creature but the djinni that enters the
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whirlwind must succeed on a DC 18 Strength saving throw or be
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restrained by it. The djinni can move the whirlwind up to 60 feet as
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an action, and creatures restrained by the whirlwind move with it. The
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whirlwind ends if the djinni loses sight of it.
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A creature can use its action to free a creature restrained by the
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whirlwind, including itself, by succeeding on a DC 18 Strength check.
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If the check succeeds, the creature is no longer restrained and moves
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to the nearest space outside the whirlwind.
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"""
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name = "Djinni"
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description = "Large elemental, chaotic good"
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challenge_rating = 11
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armor_class = 17
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skills = ""
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senses = "Darkvision 120 ft., Passive Perception 13"
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languages = "Auran"
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strength = Ability(21)
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dexterity = Ability(15)
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constitution = Ability(22)
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intelligence = Ability(15)
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wisdom = Ability(16)
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charisma = Ability(20)
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speed = 30
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swim_speed = 0
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fly_speed = 90
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climb_speed = 0
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hp_max = 161
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hit_dice = "14d10"
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spells = []
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class Doppelganger(Monster):
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"""
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Shapechanger.
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The doppelganger can use its action to polymorph into a Small or
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Medium humanoid it has seen, or back into its true form. Its
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statistics, other than its size, are the same in each form. Any
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equipment it is wearing or carrying isn't transformed. It reverts to
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its true form if it dies.
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|
Ambusher.
|
|
The doppelganger has advantage on attack rolls against any creature it
|
|
has surprised.
|
|
Surprise Attack.
|
|
If the doppelganger surprises a creature and hits it with an attack
|
|
during the first round of combat, the target takes an extra 10 (3d6)
|
|
damage from the attack.
|
|
Multiattack.
|
|
The doppelganger makes two melee attacks.
|
|
Slam.
|
|
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 +
|
|
4) bludgeoning damage.
|
|
Read Thoughts.
|
|
The doppelganger magically reads the surface thoughts of one creature
|
|
within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of
|
|
wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of
|
|
lead blocks it. While the target is in range, the doppelganger can
|
|
continue reading its thoughts, as long as the doppelganger's
|
|
concentration isn't broken (as if concentrating on a spell). While
|
|
reading the target's mind, the doppelganger has advantage on Wisdom
|
|
(Insight) and Charisma (Deception, Intimidation, and Persuasion)
|
|
checks against the target.
|
|
"""
|
|
name = "Doppelganger"
|
|
description = "Medium monstrosity, unaligned"
|
|
challenge_rating = 3
|
|
armor_class = 14
|
|
skills = "Deception +6, Insight +3"
|
|
senses = "Darkvision 60 ft., Passive Perception 11"
|
|
languages = "Common"
|
|
strength = Ability(11)
|
|
dexterity = Ability(18)
|
|
constitution = Ability(14)
|
|
intelligence = Ability(11)
|
|
wisdom = Ability(12)
|
|
charisma = Ability(14)
|
|
speed = 30
|
|
swim_speed = 0
|
|
fly_speed = 0
|
|
climb_speed = 0
|
|
hp_max = 52
|
|
hit_dice = "8d8"
|
|
spells = []
|
|
|
|
|
|
class DraftHorse(Monster):
|
|
"""
|
|
Hooves.
|
|
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 +
|
|
4) bludgeoning damage.
|
|
"""
|
|
name = "Draft Horse"
|
|
description = "Large beast, unaligned"
|
|
challenge_rating = 0.25
|
|
armor_class = 10
|
|
skills = ""
|
|
senses = "Passive Perception 10"
|
|
languages = ""
|
|
strength = Ability(18)
|
|
dexterity = Ability(10)
|
|
constitution = Ability(12)
|
|
intelligence = Ability(2)
|
|
wisdom = Ability(11)
|
|
charisma = Ability(7)
|
|
speed = 40
|
|
swim_speed = 0
|
|
fly_speed = 0
|
|
climb_speed = 0
|
|
hp_max = 19
|
|
hit_dice = "3d10"
|
|
spells = []
|
|
|
|
|
|
class DragonTurtle(Monster):
|
|
"""
|
|
Amphibious.
|
|
The dragon turtle can breathe air and water.
|
|
Multiattack.
|
|
The dragon turtle makes three attacks: one with its bite and two with
|
|
its claws. It can make one tail attack in place of its two claw
|
|
attacks.
|
|
Bite.
|
|
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26
|
|
(3d12 + 7) piercing damage.
|
|
Claw.
|
|
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16
|
|
(2d8 + 7) slashing damage.
|
|
Tail.
|
|
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26
|
|
(3d12 + 7) bludgeoning damage. If the target is a creature, it must
|
|
succeed on a DC 20 Strength saving throw or be pushed up to 10 feet
|
|
away from the dragon turtle and knocked prone.
|
|
Steam Breath.
|
|
The dragon turtle exhales scalding steam in a 60-foot cone. Each
|
|
creature in that area must make a DC 18 Constitution saving throw,
|
|
taking 52 (15d6) fire damage on a failed save, or half as much damage
|
|
on a successful one. Being underwater doesn't grant resistance against
|
|
this damage.
|
|
"""
|
|
name = "Dragon Turtle"
|
|
description = "Gargantuan dragon, neutral"
|
|
challenge_rating = 17
|
|
armor_class = 20
|
|
skills = ""
|
|
senses = "Darkvision 120 ft., Passive Perception 11"
|
|
languages = "Aquan, Draconic"
|
|
strength = Ability(25)
|
|
dexterity = Ability(10)
|
|
constitution = Ability(20)
|
|
intelligence = Ability(10)
|
|
wisdom = Ability(12)
|
|
charisma = Ability(12)
|
|
speed = 20
|
|
swim_speed = 40
|
|
fly_speed = 0
|
|
climb_speed = 0
|
|
hp_max = 341
|
|
hit_dice = "22d20"
|
|
spells = []
|
|
|
|
|
|
class Dretch(Monster):
|
|
"""
|
|
Multiattack.
|
|
The dretch makes two attacks: one with its bite and one with its
|
|
claws.
|
|
Bite.
|
|
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6)
|
|
piercing damage.
|
|
Claws.
|
|
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4)
|
|
slashing damage.
|
|
Fetid Cloud.
|
|
A 10-foot radius of disgusting green gas extends out from the dretch.
|
|
The gas spreads around corners, and its area is lightly obscured. It
|
|
lasts for 1 minute or until a strong wind disperses it. Any creature
|
|
that starts its turn in that area must succeed on a DC 11 Constitution
|
|
saving throw or be poisoned until the start of its next turn. While
|
|
poisoned in this way, the target can take either an action or a bonus
|
|
action on its turn, not both, and can't take reactions.
|
|
"""
|
|
name = "Dretch"
|
|
description = "Small fiend, chaotic evil"
|
|
challenge_rating = 0.25
|
|
armor_class = 11
|
|
skills = ""
|
|
senses = "Darkvision 60 ft., Passive Perception 9"
|
|
languages = "Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)"
|
|
strength = Ability(11)
|
|
dexterity = Ability(11)
|
|
constitution = Ability(12)
|
|
intelligence = Ability(5)
|
|
wisdom = Ability(8)
|
|
charisma = Ability(3)
|
|
speed = 20
|
|
swim_speed = 0
|
|
fly_speed = 0
|
|
climb_speed = 0
|
|
hp_max = 18
|
|
hit_dice = "4d6"
|
|
spells = []
|
|
|
|
|
|
class Drider(Monster):
|
|
"""
|
|
Fey Ancestry.
|
|
The drider has advantage on saving throws against being charmed, and
|
|
magic can't put the drider to sleep.
|
|
Innate Spellcasting.
|
|
The drider's innate spellcasting ability is Wisdom (spell save DC 13).
|
|
The drider can innately cast the following spells, requiring no
|
|
material components:
|
|
|
|
At will: dancing lights
|
|
|
|
1/day each: darkness, faerie fire
|
|
Spider Climb.
|
|
The drider can climb difficult surfaces, including upside down on
|
|
ceilings, without needing to make an ability check.
|
|
Sunlight Sensitivity.
|
|
While in sunlight, the drider has disadvantage on attack rolls, as
|
|
well as on Wisdom (Perception) checks that rely on sight.
|
|
Web Walker.
|
|
The drider ignores movement restrictions caused by webbing.
|
|
Multiattack.
|
|
The drider makes three attacks, either with its longsword or its
|
|
longbow. It can replace one of those attacks with a bite attack.
|
|
Bite.
|
|
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2
|
|
(1d4) piercing damage plus 9 (2d8) poison damage.
|
|
Longsword.
|
|
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 +
|
|
3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two
|
|
hands.
|
|
Longbow.
|
|
Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7
|
|
(1d8 + 3) piercing damage plus 4 (1d8) poison damage.
|
|
"""
|
|
name = "Drider"
|
|
description = "Large monstrosity, chaotic evil"
|
|
challenge_rating = 6
|
|
armor_class = 19
|
|
skills = "Perception +5, Stealth +9"
|
|
senses = "Darkvision 120 ft., Passive Perception 15"
|
|
languages = "Elvish, Undercommon"
|
|
strength = Ability(16)
|
|
dexterity = Ability(16)
|
|
constitution = Ability(18)
|
|
intelligence = Ability(13)
|
|
wisdom = Ability(14)
|
|
charisma = Ability(12)
|
|
speed = 30
|
|
swim_speed = 0
|
|
fly_speed = 0
|
|
climb_speed = 30
|
|
hp_max = 123
|
|
hit_dice = "13d10"
|
|
spells = []
|
|
|
|
|
|
class Drow(Monster):
|
|
"""
|
|
Fey Ancestry.
|
|
The drow has advantage on saving throws against being charmed, and
|
|
magic can't put the drow to sleep.
|
|
Innate Spellcasting.
|
|
The drow's spellcasting ability is Charisma (spell save DC 11). It can
|
|
innately cast the following spells, requiring no material components:
|
|
|
|
At will: dancing lights
|
|
|
|
1/day each: darkness, faerie fire
|
|
Sunlight Sensitivity.
|
|
While in sunlight, the drow has disadvantage on attack rolls, as well
|
|
as on Wisdom (Perception) checks that rely on sight.
|
|
Shortsword.
|
|
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 +
|
|
2) piercing damage.
|
|
Hand Crossbow.
|
|
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5
|
|
(1d6 + 2) piercing damage, and the target must succeed on a DC 13
|
|
Constitution saving throw or be poisoned for 1 hour. If the saving
|
|
throw fails by 5 or more, the target is also unconscious while
|
|
poisoned in this way. The target wakes up if it takes damage or if
|
|
another creature takes an action to shake it awake.
|
|
"""
|
|
name = "Drow"
|
|
description = "Medium humanoid, neutral evil"
|
|
challenge_rating = 0.25
|
|
armor_class = 15
|
|
skills = "Perception +2, Stealth +4"
|
|
senses = "Darkvision 120 ft., Passive Perception 12"
|
|
languages = "Elvish, Undercommon"
|
|
strength = Ability(10)
|
|
dexterity = Ability(14)
|
|
constitution = Ability(10)
|
|
intelligence = Ability(11)
|
|
wisdom = Ability(11)
|
|
charisma = Ability(12)
|
|
speed = 30
|
|
swim_speed = 0
|
|
fly_speed = 0
|
|
climb_speed = 0
|
|
hp_max = 13
|
|
hit_dice = "3d8"
|
|
spells = []
|
|
|
|
|
|
class Druid(Monster):
|
|
"""
|
|
Spellcasting.
|
|
The druid is a 4th-level spellcaster. Its spellcasting ability is
|
|
Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the
|
|
following druid spells prepared:
|
|
|
|
|
|
|
|
- Cantrips (at will): druidcraft, produce flame, shillelagh
|
|
|
|
- 1st level (4 slots): entangle, longstrider, speak with animals,
|
|
thunderwave
|
|
|
|
- 2nd level (3 slots): animal messenger, barkskin
|
|
Quarterstaff.
|
|
Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5
|
|
ft., one target. Hit: 3 (1d6) bludgeoning damage, or 6 (1d8 + 2)
|
|
bludgeoning damage with shillelagh or if wielded with two hands.
|
|
"""
|
|
name = "Druid"
|
|
description = "Medium humanoid, any alignment"
|
|
challenge_rating = 2
|
|
armor_class = 11
|
|
skills = "Medicine +4, Nature +3, Perception +4"
|
|
senses = "Passive Perception 14"
|
|
languages = "Druidic plus any two languages"
|
|
strength = Ability(10)
|
|
dexterity = Ability(12)
|
|
constitution = Ability(13)
|
|
intelligence = Ability(12)
|
|
wisdom = Ability(15)
|
|
charisma = Ability(11)
|
|
speed = 30
|
|
swim_speed = 0
|
|
fly_speed = 0
|
|
climb_speed = 0
|
|
hp_max = 27
|
|
hit_dice = "5d8"
|
|
spells = ["druidcraft", "produce flame", "shillelagh", "entangle", "longstrider", "speak with animals", "thunderwave", "animal messenger", "barkskin"]
|
|
|
|
|
|
class Dryad(Monster):
|
|
"""
|
|
Innate Spellcasting.
|
|
The dryad's innate spellcasting ability is Charisma (spell save DC
|
|
14). The dryad can innately cast the following spells, requiring no
|
|
material components:
|
|
|
|
|
|
|
|
At will: druidcraft
|
|
|
|
3/day each: entangle, goodberry
|
|
|
|
1/day each: barkskin, pass without trace, shillelagh
|
|
Magic Resistance.
|
|
The dryad has advantage on saving throws against spells and other
|
|
magical effects.
|
|
Speak with Beasts and Plants.
|
|
The dryad can communicate with beasts and plants as if they shared a
|
|
language.
|
|
Tree Stride.
|
|
Once on her turn, the dryad can use 10 ft. of her movement to step
|
|
magically into one living tree within her reach and emerge from a
|
|
second living tree within 60 ft. of the first tree, appearing in an
|
|
unoccupied space within 5 ft. of the second tree. Both trees must be
|
|
large or bigger.
|
|
Club.
|
|
Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5
|
|
ft., one target. Hit: 2 (1 d4) bludgeoning damage, or 8 (1d8 + 4)
|
|
bludgeoning damage with shillelagh.
|
|
Fey Charm.
|
|
The dryad targets one humanoid or beast that she can see within 30
|
|
feet of her. If the target can see the dryad, it must succeed on a DC
|
|
14 Wisdom saving throw or be magically charmed. The charmed creature
|
|
regards the dryad as a trusted friend to be heeded and protected.
|
|
Although the target isn't under the dryad's control, it takes the
|
|
dryad's requests or actions in the most favorable way it can.
|
|
|
|
Each time the dryad or its allies do anything harmful to the target,
|
|
it can repeat the saving throw, ending the effect on itself on a
|
|
success. Otherwise, the effect lasts 24 hours or until the dryad dies,
|
|
is on a different plane of existence from the target, or ends the
|
|
effect as a bonus action. If a target's saving throw is successful,
|
|
the target is immune to the dryad's Fey Charm for the next 24 hours.
|
|
|
|
The dryad can have no more than one humanoid and up to three beasts
|
|
charmed at a time.
|
|
"""
|
|
name = "Dryad"
|
|
description = "Medium fey, neutral"
|
|
challenge_rating = 1
|
|
armor_class = 11
|
|
skills = "Perception +4, Stealth +5"
|
|
senses = "Darkvision 60 ft., Passive Perception 14"
|
|
languages = "Elvish, Sylvan"
|
|
strength = Ability(10)
|
|
dexterity = Ability(12)
|
|
constitution = Ability(11)
|
|
intelligence = Ability(14)
|
|
wisdom = Ability(15)
|
|
charisma = Ability(18)
|
|
speed = 30
|
|
swim_speed = 0
|
|
fly_speed = 0
|
|
climb_speed = 0
|
|
hp_max = 22
|
|
hit_dice = "5d8"
|
|
spells = []
|
|
|
|
|
|
class Duergar(Monster):
|
|
"""
|
|
Duergar Resilience.
|
|
The duergar has advantage on saving throws against poison, spells, and
|
|
illusions, as well as to resist being charmed or paralyzed.
|
|
Sunlight Sensitivity.
|
|
While in sunlight, the duergar has disadvantage on attack rolls, as
|
|
well as on Wisdom (Perception) checks that rely on sight.
|
|
Enlarge.
|
|
For 1 minute, the duergar magically increases in size, along with
|
|
anything it is wearing or carrying. While enlarged, the duergar is
|
|
Large, doubles its damage dice on Strength-based weapon attacks
|
|
(included in the attacks), and makes Strength checks and Strength
|
|
saving throws with advantage. If the duergar lacks the room to become
|
|
Large, it attains the maximum size possible in the space available.
|
|
War Pick.
|
|
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 +
|
|
2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.
|
|
Javelin.
|
|
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120
|
|
ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2)
|
|
piercing damage while enlarged.
|
|
Invisibility.
|
|
The duergar magically turns invisible until it attacks, casts a spell,
|
|
or uses its Enlarge, or until its concentration is broken, up to 1
|
|
hour (as if concentrating on a spell). Any equipment the duergar wears
|
|
or carries is invisible with it .
|
|
"""
|
|
name = "Duergar"
|
|
description = "Medium humanoid, lawful evil"
|
|
challenge_rating = 1
|
|
armor_class = 16
|
|
skills = ""
|
|
senses = "Darkvision 120 ft., Passive Perception 10"
|
|
languages = "Dwarvish, Undercommon"
|
|
strength = Ability(14)
|
|
dexterity = Ability(11)
|
|
constitution = Ability(14)
|
|
intelligence = Ability(11)
|
|
wisdom = Ability(10)
|
|
charisma = Ability(9)
|
|
speed = 25
|
|
swim_speed = 0
|
|
fly_speed = 0
|
|
climb_speed = 0
|
|
hp_max = 26
|
|
hit_dice = "4d8"
|
|
spells = []
|
|
|
|
|
|
class DustMephit(Monster):
|
|
"""
|
|
Death Burst.
|
|
When the mephit dies, it explodes in a burst of dust. Each creature
|
|
within 5 ft. of it must then succeed on a DC 10 Constitution saving
|
|
throw or be blinded for 1 minute. A blinded creature can repeat the
|
|
saving throw on each of its turns, ending the effect on itself on a
|
|
success.
|
|
Innate Spellcasting.
|
|
The mephit can innately cast sleep, requiring no material components.
|
|
Its innate spellcasting ability is Charisma.
|
|
Claws.
|
|
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4
|
|
+ 2) slashing damage.
|
|
Blinding Breath (Recharge 6).
|
|
The mephit exhales a 15-foot cone of blinding dust. Each creature in
|
|
that area must succeed on a DC 10 Dexterity saving throw or be blinded
|
|
for 1 minute. A creature can repeat the saving throw at the end of
|
|
each of its turns, ending the effect on itself on a success.
|
|
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 = "Dust Mephit"
|
|
description = "Small elemental, neutral evil"
|
|
challenge_rating = 0.5
|
|
armor_class = 12
|
|
skills = "Perception +2, Stealth +4"
|
|
senses = "Darkvision 60 ft., Passive Perception 12"
|
|
languages = "Auran, Terran"
|
|
strength = Ability(5)
|
|
dexterity = Ability(14)
|
|
constitution = Ability(10)
|
|
intelligence = Ability(9)
|
|
wisdom = Ability(11)
|
|
charisma = Ability(10)
|
|
speed = 30
|
|
swim_speed = 0
|
|
fly_speed = 30
|
|
climb_speed = 0
|
|
hp_max = 17
|
|
hit_dice = "5d6"
|
|
spells = []
|