diff --git a/FightClub5eXML/Sources/AcquisitionsIncorporated.xml b/FightClub5eXML/Sources/AcquisitionsIncorporated.xml
index 9595672..0cf8422 100644
--- a/FightClub5eXML/Sources/AcquisitionsIncorporated.xml
+++ b/FightClub5eXML/Sources/AcquisitionsIncorporated.xml
@@ -154,7 +154,7 @@
Tentacle
Melee Weapon Attack: +6 to hit, reach 15 ft., one target. 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained. The chaos quadrapod can grapple no more than two targets at a time.
- Tentacle|6|2d6 + 4
+ Tentacle|6|2d6+4
Chaos Cloud (Recharges after a Short or Long Rest)
@@ -195,7 +195,7 @@
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) piercing damage.
- Bite|4|1d10 + 2
+ Bite|4|1d10+2
Fire Breath (Recharge 5-6)
@@ -237,12 +237,12 @@
Fist
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage.
- Fist|5|1d8 + 3
+ Fist|5|1d8+3
Acid Squirt
Ranged Weapon Attack: +5 to hit, range 20/40 ft., one target. 7 (1d8 + 3) acid damage.
- Acid Squirt|5|1d8 + 3
+ Acid Squirt|5|1d8+3
Beer Shower
@@ -304,7 +304,7 @@
Dagger
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage.
- Dagger|4|1d4 + 2
+ Dagger|4|1d4+2
Word From Beyond (1/day)
@@ -359,12 +359,12 @@
Mandibles
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the ancient deep crow can't use its mandibles on another target.
- Mandibles|11|2d10 + 6
+ Mandibles|11|2d10+6
Claw
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage.
- Claw|11|2d6 + 6
+ Claw|11|2d6+6
Shadow Caw
@@ -439,12 +439,12 @@
Mandibles
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 16 (2d10 + 5) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the deep crow can't use its mandibles on another target.
- Mandibles|9|2d10 + 5
+ Mandibles|9|2d10+5
Claw
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage.
- Claw|9|2d6 + 5
+ Claw|9|2d6+5
Terror from Above
The deep crow's most fearsome attack is the bite of its mandibles, which can seize and hold almost any creature. Their preferred attack is a snatch-and-grab that sees a deep crow flying off with a living victim before its companions have any chance of counterattack. Provided the doomed prey doesn't struggle, the deep crow takes it back to its lair to be devoured at leisure. Creatures that do struggle might be repeatedly dropped from a height to soften them up a bit.
@@ -492,12 +492,12 @@
Greatsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. Whenever Donaar rolls a 1 or 2 on a damage die, he can reroll the die and must use the new roll.
- Greatsword|5|2d6 + 3
+ Greatsword|5|2d6+3
Whip
Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 5 (1d4 + 3) slashing damage.
- Whip|5|1d4 + 3
+ Whip|5|1d4+3
Acid Vomit
@@ -554,7 +554,7 @@
War Lute
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.
- War Lute|4|1d6 + 2
+ War Lute|4|1d6+2
Song of Domination (3/day)
@@ -613,7 +613,7 @@
Multiattack
K'thriss makes two attacks with his sickle. Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage.
- Multiattack|4|1d4 + 2
+ Multiattack|4|1d4+2
Innate Spellcasting
@@ -674,12 +674,12 @@
Scimitars
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage.
- Scimitars|6|1d6 + 4
+ Scimitars|6|1d6+4
Longbow
Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. 8 (1d8 + 4) piercing damage.
- Longbow|6|1d8 + 4
+ Longbow|6|1d8+4
Innate Spellcasting
@@ -740,12 +740,12 @@
Hooked Dagger
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage.
- Hooked Dagger|5|1d4 + 3
+ Hooked Dagger|5|1d4+3
Hand Crossbow
Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. 6 (1d6 + 3) piercing damage.
- Hand Crossbow|5|1d6 + 3
+ Hand Crossbow|5|1d6+3
Return the Favor (3/day)
@@ -801,12 +801,12 @@
Foremother (+1 Scimitar)
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage.
- Foremother (+1 Scimitar)|6|1d6 + 4
+ Foremother (+1 Scimitar)|6|1d6+4
Longbow
Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 7 (1d8 + 3) piercing damage.
- Longbow|5|1d8 + 3
+ Longbow|5|1d8+3
Spellcasting
@@ -857,12 +857,12 @@
Longsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
- Longsword|5|1d8 + 3
+ Longsword|5|1d8+3
Light Crossbow
Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 6 (1d8 + 2) piercing damage.
- Light Crossbow|4|1d8 + 2
+ Light Crossbow|4|1d8+2
Innate Spellcasting (Psionics)
@@ -915,7 +915,7 @@
Maul
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage.
- Maul|6|2d6 + 3
+ Maul|6|2d6+3
War God's Blessing (Recharges after a Short or Long Rest)
@@ -986,12 +986,12 @@
Staff of the Master (+1 Quarterstaff)
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if used with two hands.
- Staff of the Master (+1 Quarterstaff)|6|1d6 + 4
+ Staff of the Master (+1 Quarterstaff)|6|1d6+4
Unarmed Strike
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage. Rosie's unarmed strikes are magical.
- Unarmed Strike|5|1d6 + 3
+ Unarmed Strike|5|1d6+3
Deflect Missiles
@@ -1015,7 +1015,7 @@
M
humanoid (human)
Lawful Neutral
- 12, 15 (with mage armor)
+ 12 (15 with mage armor)
40 (9d8)
walk 30 ft.
10
@@ -1037,7 +1037,7 @@
Dagger
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.
- Dagger|4|1d4 + 2
+ Dagger|4|1d4+2
Spellcasting
@@ -1063,7 +1063,7 @@
M
humanoid (human)
Chaotic Neutral
- 12, 15 (with mage armor)
+ 12 (15 with mage armor)
40 (9d8)
walk 30 ft.
8
@@ -1089,7 +1089,7 @@
Dagger
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.
- Dagger|5|1d4 + 2
+ Dagger|5|1d4+2
Minor Conjuration
@@ -1119,7 +1119,7 @@
M
humanoid (human)
Neutral Evil
- 12, 15 (with mage armor)
+ 12 (15 with mage armor)
27 (5d8+5)
walk 30 ft.
10
@@ -1145,7 +1145,7 @@
Shortsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.
- Shortsword|4|1d6 + 2
+ Shortsword|4|1d6+2
Spellcasting
@@ -1196,7 +1196,7 @@
Warhammer
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or be pushed 5 feet.
- Warhammer|4|1d8 + 2
+ Warhammer|4|1d8+2
Spellcasting
@@ -1255,17 +1255,17 @@
+1 Shortsword
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 9 (1d6 + 6) piercing damage.
- +1 Shortsword|9|1d6 + 6
+ +1 Shortsword|9|1d6+6
Rapier
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 9 (1d8 + 5) piercing damage.
- Rapier|8|1d8 + 5
+ Rapier|8|1d8+5
Dagger
Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. 7 (1d4 + 5) piercing damage.
- Dagger|8|1d4 + 5
+ Dagger|8|1d4+5
Uncanny Dodge
@@ -1312,7 +1312,7 @@
Shortsword
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage.
- Shortsword|6|1d6 + 4
+ Shortsword|6|1d6+4
Change Shape
@@ -1359,7 +1359,7 @@
Maul
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) bludgeoning damage.
- Maul|4|2d6 + 2
+ Maul|4|2d6+2
Spellcasting
diff --git a/FightClub5eXML/Sources/DivineContention.xml b/FightClub5eXML/Sources/DivineContention.xml
index 21386e8..651975f 100644
--- a/FightClub5eXML/Sources/DivineContention.xml
+++ b/FightClub5eXML/Sources/DivineContention.xml
@@ -40,7 +40,7 @@
Withering Touch
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 17 (4d6 + 3) necrotic damage.
- Withering Touch|5|4d6 + 3
+ Withering Touch|5|4d6+3
Etherealness
diff --git a/FightClub5eXML/Sources/DragonOfIcespirePeak.xml b/FightClub5eXML/Sources/DragonOfIcespirePeak.xml
index caa490a..66de471 100644
--- a/FightClub5eXML/Sources/DragonOfIcespirePeak.xml
+++ b/FightClub5eXML/Sources/DragonOfIcespirePeak.xml
@@ -87,17 +87,17 @@
Shortsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.
- Shortsword|4|1d6 + 2
+ Shortsword|4|1d6+2
Dagger
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.
- Dagger|4|1d4 + 2
+ Dagger|4|1d4+2
Shortbow
Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 6 (1d8 + 2) piercing damage.
- Shortbow|4|1d8 + 2
+ Shortbow|4|1d8+2
Source: Dragon of Icespire Peak
@@ -135,12 +135,12 @@
Longsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
- Longsword|4|1d8 + 2
+ Longsword|4|1d8+2
Longbow
Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. 5 (1d8 + 1) piercing damage.
- Longbow|3|1d8 + 1
+ Longbow|3|1d8+1
Protection (Defender Only)
@@ -180,12 +180,12 @@
Clawed Gauntlet (Humanoid Form Only)
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) slashing damage.
- Clawed Gauntlet (Humanoid Form Only)|5|1d4 + 3
+ Clawed Gauntlet (Humanoid Form Only)|5|1d4+3
Tusk (Boar Form Only)
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.
- Tusk (Boar Form Only)|5|1d6 + 3
+ Tusk (Boar Form Only)|5|1d6+3
Innate Spellcasting
@@ -287,12 +287,12 @@
Longsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
- Longsword|4|1d8 + 2
+ Longsword|4|1d8+2
Longbow
Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 11 (2d8 + 2) piercing damage.
- Longbow|4|2d8 + 2
+ Longbow|4|2d8+2
Adventurers encounter Falcon the Hunter if they visit his hunting lodge in Neverwinter Wood.
Source: Dragon of Icespire Peak
@@ -333,12 +333,12 @@
Lightning Tusks
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 12 (2d6 + 5) slashing damage plus 7 (2d6) lightning damage.
- Lightning Tusks|8|2d6 + 5
+ Lightning Tusks|8|2d6+5
Thunder Hooves
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) thunder damage.
- Thunder Hooves|8|2d6 + 5
+ Thunder Hooves|8|2d6+5
Lightning Bolt (Recharge 6)
@@ -353,7 +353,7 @@
S
humanoid (gnome)
Chaotic Neutral
- 10, 13 (with mage armor)
+ 10 (13 with mage armor)
7 (2d6)
walk 25 ft.
6
diff --git a/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml b/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml
index 7586f6d..8cb7c18 100644
--- a/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml
+++ b/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml
@@ -56,7 +56,7 @@
Claw
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 17 (3d6 + 7) slashing damage.
- Claw|14|3d6 + 7
+ Claw|14|3d6+7
Eye Ray
@@ -160,12 +160,12 @@
Greatsword
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.
- Greatsword|7|2d6 + 4
+ Greatsword|7|2d6+4
Longbow
Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 5 (1d8 + 1) piercing damage.
- Longbow|4|1d8 + 1
+ Longbow|4|1d8+1
Spellcasting
@@ -219,7 +219,7 @@
Dagger
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.
- Dagger|4|1d4 + 2
+ Dagger|4|1d4+2
Unsettling Visage (Recharges after a Short or Long Rest)
@@ -268,12 +268,12 @@
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.
- Bite|5|1d8 + 3
+ Bite|5|1d8+3
Claws
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage.
- Claws|5|1d8 + 3
+ Claws|5|1d8+3
Clawfoot dinosaurs are two-legged saurians with sharp teeth and toe claws that resemble deadly sickles. They are imposing creatures, about the size of a tall human, and are fierce enough to take down even larger prey.
In the wild, an untrained clawfoot can easily hold its own in combat, but they are even fiercer when hunting in packs. Their instinct for pack structure has made these dinosaurs a traditional war mount for the halflings of the Talenta Plains, with clawfoots quickly and eagerly responding to training and control.
@@ -320,12 +320,12 @@
Shortsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.
- Shortsword|4|1d6 + 2
+ Shortsword|4|1d6+2
Hand Crossbow
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage.
- Hand Crossbow|4|1d6 + 2
+ Hand Crossbow|4|1d6+2
Source: Eberron: Rising from the Last War p. 271
@@ -369,12 +369,12 @@
Tentacle
Melee Weapon Attack: +6 to hit, reach 15 ft., one target. 7 (1d6 + 4) bludgeoning damage. The target is grappled (escape DC 12) if it is a Large or smaller creature. Until this grapple ends, the dolgaunt can't use the same tentacle on another target. The dolgaunt has two tentacles.
- Tentacle|6|1d6 + 4
+ Tentacle|6|1d6+4
Unarmed Strike
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) bludgeoning damage.
- Unarmed Strike|6|1d4 + 4
+ Unarmed Strike|6|1d4+4
Vitality Drain
@@ -422,17 +422,17 @@
Morningstar
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage.
- Morningstar|4|1d8 + 2
+ Morningstar|4|1d8+2
Spear
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
- Spear|4|1d6 + 2
+ Spear|4|1d6+2
Hand Crossbow
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage.
- Hand Crossbow|4|1d6 + 2
+ Hand Crossbow|4|1d6+2
Dolgrims are squat, deformed things. Warped by the daelkyr, a dolgrim is essentially two goblins crushed into one creature, their misshapen body boasting four arms and a pair of twisted mouths that gibber and slather at the front of a headless torso. The two mouths of a dolgrim sometimes carry on demented conversations with one another. However, a dolgrim has only a single personality—sadistic, bloodthirsty, and brutally dedicated to serving itself.
Small numbers of these creatures sometimes make their way to the surface, often under the command of dolgaunts, and undertaking missions advancing the inscrutable schemes of their malevolent masters. But great hordes of dolgrims remain clustered in Khyber with the daelkyr, dreaming of the day when they will be released into Eberron to feast and destroy.
@@ -474,12 +474,12 @@
Claws
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.
- Claws|5|1d6 + 2
+ Claws|5|1d6+2
Nightmare Touch
Melee Spell Attack: +7 to hit, reach 5 ft., one creature. 18 (4d6 + 4) psychic damage. If the target is unconscious, it takes an extra 10 (3d6) psychic damage and is cursed until the hag dies or the curse is removed. The cursed creature's hit point maximum decreases by 5 (1d10) whenever it finishes a long rest.
- Nightmare Touch|7|4d6 + 4
+ Nightmare Touch|7|4d6+4
Dream Eater
@@ -548,7 +548,7 @@
Tentacle Whip
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 24 (3d10 + 8) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 23), pulled into an unoccupied space within 5 feet of Dyrrn, and must succeed on a DC 23 Intelligence saving throw or be stunned until this grapple ends. Dyrrn can't use the same tentacle whip on another target until this grapple ends. Dyrrn has two tentacle whips.
- Tentacle Whip|15|3d10 + 8
+ Tentacle Whip|15|3d10+8
Corruption
@@ -638,7 +638,7 @@
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage.
- Bite|5|1d4 + 3
+ Bite|5|1d4+3
An expeditious messenger is a speedy flier, designed to quickly carry messages for its creator. Their speedy and efficient attitude makes expeditious messengers quite chatty, and they natter on as fast as they move.
These messengers come in a variety of forms, often looking like mechanical birds or sprites.
@@ -684,7 +684,7 @@
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or take an extra 3 (1d6) piercing damage and be grappled (escape DC 13). The defender can have only one creature grappled in this way at a time.
- Bite|5|1d6 + 3
+ Bite|5|1d6+3
An iron defender fights for its creator. They come in many shapes and are often crafted in the form of animals. More creative artificers craft iron defenders in the shape of hybrid animals or other fantastical creatures.
Constructed Nature:
@@ -725,7 +725,7 @@
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage.
- Bite|6|1d8 + 4
+ Bite|6|1d8+4
Fastieth are human-sized, two-legged saurians with large eyes, brightly colored and patterned scales, and strong legs. They are the most common mounts of the halflings of the Talenta Plains, bred for speed. Although too small to bear larger riders, a fastieth can carry a halfling with light gear easily and at a good pace. Fastieths are typically stubborn creatures, so specimens with an even temperament are prized among the Talenta tribes.
Being herbivores, fastieths prefer to flee rather than fight. However, even though not trained for battle, they can deliver a vicious bite if pressed.
@@ -760,12 +760,12 @@
Battleaxe
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands.
- Battleaxe|5|2d8 + 3
+ Battleaxe|5|2d8+3
Javelin
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 10 (2d6 + 3) piercing damage.
- Javelin|5|2d6 + 3
+ Javelin|5|2d6+3
Source: Eberron: Rising from the Last War p. 272
underdark, mountain, forest, hill, urban, desert, arctic
@@ -797,7 +797,7 @@
Spear
Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
- Spear|3|1d6 + 1
+ Spear|3|1d6+1
Source: Waterdeep: Dragon Heist p. 197
@@ -833,7 +833,7 @@
Idyllic Touch
Melee Spell Attack: +8 to hit, reach 5 ft., one target. 9 (1d10 + 4) force damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or fall prone in a fit of laughter.
- Idyllic Touch|8|1d10 + 4
+ Idyllic Touch|8|1d10+4
Mind Thrust
@@ -870,7 +870,7 @@
M
humanoid (human)
Lawful Evil
- 12, 15 (with mage armor)
+ 12 (15 with mage armor)
40 (9d8)
walk 30 ft.
11
@@ -900,7 +900,7 @@
Crysteel Dagger
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage plus 10 (3d6) force damage.
- Crysteel Dagger|4|1d4 + 2
+ Crysteel Dagger|4|1d4+2
Vicious Mockery (Cantrip)
@@ -982,12 +982,12 @@
Arcane Blast
Ranged Spell Attack: +13 to hit, range 120 ft., one target. 12 (1d10 + 7) force damage.
- Arcane Blast|13|1d10 + 7
+ Arcane Blast|13|1d10+7
Soul Binding
Melee Spell Attack: +13 to hit, reach 5 ft., one target. 29 (4d10 + 7) necrotic damage. A creature reduced to 0 hit points from this attack dies and has its soul imprisoned in one of the quori's eyes. The target can't be revived by any means short of a wish spell until the quori is destroyed.
- Soul Binding|13|4d10 + 7
+ Soul Binding|13|4d10+7
Mind Seed (1/Day)
@@ -1047,7 +1047,7 @@
Dagger
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.
- Dagger|4|1d4 + 2
+ Dagger|4|1d4+2
Mind Thrust
@@ -1096,12 +1096,12 @@
Longsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
- Longsword|5|1d8 + 3
+ Longsword|5|1d8+3
Longbow
Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage.
- Longbow|4|1d8 + 2
+ Longbow|4|1d8+2
Parry
@@ -1165,7 +1165,7 @@
Paralyzing Claw
Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. 13 (3d6 + 3) slashing damage plus 10 (3d6) cold damage, and the target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Paralyzing Claw|10|3d6 + 3
+ Paralyzing Claw|10|3d6+3
Poison Breath (Recharge 5-6)
@@ -1258,7 +1258,7 @@
Magical Strike
Melee Spell Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) fire damage.
- Magical Strike|5|1d6 + 3
+ Magical Strike|5|1d6+3
Spell Mimicry (Recharge 5-6)
@@ -1386,7 +1386,7 @@
Magical Strike
Melee Spell Attack: +7 to hit, reach 10 ft., one target. 21 (5d6 + 4) lightning damage.
- Magical Strike|7|5d6 + 4
+ Magical Strike|7|5d6+4
Spell Mimicry (Recharge 5-6)
@@ -1438,7 +1438,7 @@
Dagger
Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d4 + 1) piercing damage.
- Dagger|3|1d4 + 1
+ Dagger|3|1d4+1
Spellcasting
@@ -1499,7 +1499,7 @@
Greatsword
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage plus 5 (1d10) force damage.
- Greatsword|10|2d6 + 5
+ Greatsword|10|2d6+5
Chromatic Orb
@@ -1572,7 +1572,7 @@
Flail
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 10 (1d8 + 6) bludgeoning damage plus 18 (4d8) radiant damage.
- Flail|10|1d8 + 6
+ Flail|10|1d8+6
Radiant Strike (1/Day)
@@ -1642,12 +1642,12 @@
Spawned Melee Weapon
Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 28 (3d12 + 9) force damage.
- Spawned Melee Weapon|17|3d12 + 9
+ Spawned Melee Weapon|17|3d12+9
Spawned Ranged Weapon
Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. 17 (3d8 + 4) force damage.
- Spawned Ranged Weapon|12|3d8 + 4
+ Spawned Ranged Weapon|12|3d8+4
Change Shape
@@ -1722,12 +1722,12 @@
Shortsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.
- Shortsword|5|1d6 + 3
+ Shortsword|5|1d6+3
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 5 (1d4 + 3) piercing damage.
- Bite|5|1d4 + 3
+ Bite|5|1d4+3
Shifters are tied to primal spirits, which most of them refer to as the beast within. They are lithe of form and have bestial features: large eyes, flat noses, pointed ears, and light fur over much of their bodies. When a shifter fully embraces the beast within by "shifting," these features become even more pronounced.
Source: Eberron: Rising from the Last War p. 319
@@ -1776,12 +1776,12 @@
Arcane Blast
Ranged Spell Attack: +18 to hit, range 120 ft., one target. 15 (1d10 + 10) force damage.
- Arcane Blast|18|1d10 + 10
+ Arcane Blast|18|1d10+10
Magic Staff
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 36 (5d12 + 4) force damage.
- Magic Staff|12|5d12 + 4
+ Magic Staff|12|5d12+4
Arcane Cataclysm (Recharges after a Long Rest)
@@ -1865,7 +1865,7 @@
Shortsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage.
- Shortsword|5|1d6 + 3
+ Shortsword|5|1d6+3
Fire Bolt (Cantrip)
@@ -1944,12 +1944,12 @@
Adamantine Sixblade
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 21 (3d10 + 5) slashing damage plus 7 (2d6) force damage.
- Adamantine Sixblade|11|3d10 + 5
+ Adamantine Sixblade|11|3d10+5
Bladed Wings
Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 20/60 ft., one target. 8 (1d6 + 5) slashing damage.
- Bladed Wings|11|1d6 + 5
+ Bladed Wings|11|1d6+5
Fire Bolt (Cantrip)
@@ -2025,17 +2025,17 @@
Pincer
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d10 + 3) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature. The quori has two pincers, each of which can grapple one target.
- Pincer|6|1d10 + 3
+ Pincer|6|1d10+3
Claws
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (4d4 + 3) slashing damage.
- Claws|6|4d4 + 3
+ Claws|6|4d4+3
Stinger
Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. 8 (1d10 + 3) piercing damage plus 10 (3d10) psychic damage, and the target must succeed on a DC 14 Wisdom saving throw or be frightened of the quori for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Stinger|6|1d10 + 3
+ Stinger|6|1d10+3
Possession (Recharge 6)
@@ -2097,7 +2097,7 @@
Radiant Touch
Melee Spell Attack: +9 to hit, reach 5 ft., one target. 15 (3d6 + 5) radiant damage.
- Radiant Touch|9|3d6 + 5
+ Radiant Touch|9|3d6+5
Healing Touch (3/Day)
@@ -2187,7 +2187,7 @@
Spear
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d6 + 3) piercing damage or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus 9 (2d8) radiant damage if the target is a fiend or undead.
- Spear|5|1d6 + 3
+ Spear|5|1d6+3
Undying soldiers make up the army of Aerenal's City of the Dead. They guard the temples of the Undying Court and the mansions of the noble lines of Aerenal, and Aereni ambassadors are often accompanied by undead bodyguards. Undying soldiers wear heirloom armor and wield ornate weaponry.
The undying are undead creatures sustained by positive energy or the devotion of mortal beings. Where strong negative emotions can trap a spirit as a ghost or wraith, the undying are spirits who linger because they are cherished and who in turn seek to protect and guide the people of their community.
@@ -2240,7 +2240,7 @@
Talons
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) slashing damage.
- Talons|6|1d4 + 4
+ Talons|6|1d4+4
The elves of Valenar say that when their ancestors fought the giants of Xen'drik, elf druids took the forms of animals on the battlefield. The cruel and mighty Emperor Cul'sir of the giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an animal to create a companion worthy of a champion.
Valenar animals are awakened to advanced intelligence and power by the touch of an ancestral spirit. Traditionally, Valenar animals choose Valenar elves as companions, reflecting a bond between the ancestors of elf and animal. To be chosen by a Valenar animal is a great honor, and any such elf is treated with respect and reverence. Still, on the rare occasions when a Valenar animal chooses an adventurer of a different ancestry as a companion, it is universally accepted.
@@ -2295,7 +2295,7 @@
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
- Bite|5|1d6 + 3
+ Bite|5|1d6+3
The elves of Valenar say that when their ancestors fought the giants of Xen'drik, elf druids took the forms of animals on the battlefield. The cruel and mighty Emperor Cul'sir of the giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an animal to create a companion worthy of a champion.
Valenar animals are awakened to advanced intelligence and power by the touch of an ancestral spirit. Traditionally, Valenar animals choose Valenar elves as companions, reflecting a bond between the ancestors of elf and animal. To be chosen by a Valenar animal is a great honor, and any such elf is treated with respect and reverence. Still, on the rare occasions when a Valenar animal chooses an adventurer of a different ancestry as a companion, it is universally accepted.
@@ -2346,7 +2346,7 @@
Hooves
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage.
- Hooves|5|2d6 + 3
+ Hooves|5|2d6+3
The elves of Valenar say that when their ancestors fought the giants of Xen'drik, elf druids took the forms of animals on the battlefield. The cruel and mighty Emperor Cul'sir of the giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an animal to create a companion worthy of a champion.
Valenar animals are awakened to advanced intelligence and power by the touch of an ancestral spirit. Traditionally, Valenar animals choose Valenar elves as companions, reflecting a bond between the ancestors of elf and animal. To be chosen by a Valenar animal is a great honor, and any such elf is treated with respect and reverence. Still, on the rare occasions when a Valenar animal chooses an adventurer of a different ancestry as a companion, it is universally accepted.
@@ -2417,7 +2417,7 @@
Slam
Melee Weapon Attack: +18 to hit, reach 20 ft., one target. 29 (3d12 + 10) bludgeoning damage, and the colossus can push the target up to 20 feet away from it.
- Slam|18|3d12 + 10
+ Slam|18|3d12+10
Eldritch Turret
@@ -2484,12 +2484,12 @@
Armblade
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.
- Armblade|5|1d6 + 3
+ Armblade|5|1d6+3
Javelin
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 6 (1d6 + 3) piercing damage.
- Javelin|5|1d6 + 3
+ Javelin|5|1d6+3
Protection
@@ -2539,12 +2539,12 @@
Axehand
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 19 (3d8 + 6) slashing damage, plus 11 (2d10) slashing damage if the target is prone.
- Axehand|9|3d8 + 6
+ Axehand|9|3d8+6
Hammerfist
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 19 (3d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
- Hammerfist|9|3d8 + 6
+ Hammerfist|9|3d8+6
Sweeping Axe (Recharge 6)
@@ -2599,12 +2599,12 @@
Longsword
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
- Longsword|7|1d8 + 4
+ Longsword|7|1d8+4
Javelin
Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. 7 (1d6 + 4) piercing damage.
- Javelin|7|1d6 + 4
+ Javelin|7|1d6+4
Innate Spellcasting
@@ -2625,7 +2625,7 @@
construct
Neutral
15 (natural armor)
- equal the steel defender's Constitution modifier + your Intelligence modifier + five times your level in this class
+ 2
walk 40 ft.
14
12
@@ -2663,7 +2663,10 @@
Deflect Attack
The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.
- Source: Eberron: Rising from the Last War p. 61
+
+ HP is equal the steel defender's Constitution modifier + your Intelligence modifier + five times your level in this class
+ Source: Eberron: Rising from the Last War p. 61
+
@@ -2672,7 +2675,7 @@
construct
Neutral
13 (natural armor)
- equal the homunculus's Constitution modifier + your Intelligence modifier + your level in this class
+ 1
walk 20 ft., fly 30 ft.
4
15
@@ -2706,7 +2709,10 @@
Channel Magic
The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.
- Source: Eberron: Rising from the Last War p. 62
+
+ HP is equal the homunculus's Constitution modifier + your Intelligence modifier + your level in this class
+ Source: Eberron: Rising from the Last War p. 62
+
diff --git a/FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml b/FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml
index 8a5424b..4563a10 100644
--- a/FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml
+++ b/FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml
@@ -54,7 +54,7 @@
Claws
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d6 + 5) slashing damage plus 14 (4d6) psychic damage.
- Claws|7|1d6 + 5
+ Claws|7|1d6+5
Frightening Screech (Recharge 5-6)
@@ -137,12 +137,12 @@
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 21 (4d8 + 3) piercing damage.
- Bite|7|4d8 + 3
+ Bite|7|4d8+3
Claw
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (3d6 + 3) slashing damage, and the target must succeed on a DC 16 Wisdom saving throw or be frightened of the horror until the end of the target's next turn.
- Claw|7|3d6 + 3
+ Claw|7|3d6+3
Lashing Shadows (Recharge 5-6)
@@ -216,18 +216,18 @@
Bite
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 28 (4d10 + 6) piercing damage.
- Bite|11|4d10 + 6
+ Bite|11|4d10+6
Claws
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 24 (4d8 + 6) slashing damage.
- Claws|11|4d8 + 6
+ Claws|11|4d8+6
Maddening Presence
The horror targets one creature it can see within 30 feet of it. If the target can see or hear the horror, the target must make a DC 17 Wisdom saving throw. On a failed saving throw, the target becomes paralyzed until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the horror's Maddening Presence for the next 24 hours.
- Horrors and Madness:
+
@@ -295,7 +295,7 @@
Hammer of Justice
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 12 (2d6 + 5) bludgeoning damage plus 18 (4d8) force damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
- Hammer of Justice|10|2d6 + 5
+ Hammer of Justice|10|2d6+5
Pacifying Presence
@@ -368,7 +368,7 @@
Longsword
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) radiant damage. If the target is within 5 feet of any of the angel's allies, the target takes an extra 2 (1d4) radiant damage.
- Longsword|6|1d8 + 3
+ Longsword|6|1d8+3
Battlefield Inspiration
@@ -423,7 +423,7 @@
Scythe
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 9 (2d4 + 4) slashing damage plus 27 (6d8) necrotic damage.
- Scythe|9|2d4 + 4
+ Scythe|9|2d4+4
Chains of Obligation
@@ -491,12 +491,12 @@
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 17 (3d8 + 4) piercing damage.
- Bite|7|3d8 + 4
+ Bite|7|3d8+4
Claws
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (3d6 + 4) slashing damage.
- Claws|7|3d6 + 4
+ Claws|7|3d6+4
Variant: Winged Felidars
@@ -550,7 +550,7 @@
Longsword
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 10 (1d8 + 6) slashing damage, or 11 (1d10 + 6) slashing damage if used with two hands, plus 22 (5d8) fire or radiant damage (angel's choice).
- Longsword|10|1d8 + 6
+ Longsword|10|1d8+6
Innate Spellcasting
@@ -605,7 +605,7 @@
Longsword
Melee Weapon Attack: +15 to hit, reach 5 ft., one target. 12 (1d8 + 8) slashing damage, or 13 (1d10 + 8) slashing damage when used with two hands, plus 27 (6d8) radiant damage.
- Longsword|15|1d8 + 8
+ Longsword|15|1d8+8
Leadership
@@ -671,7 +671,7 @@
Claws
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage.
- Claws|3|1d8 + 1
+ Claws|3|1d8+1
Self-Sacrifice
@@ -710,12 +710,12 @@
Claws
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage.
- Claws|4|2d4 + 2
+ Claws|4|2d4+2
Rock
Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. 5 (1d6 + 2) bludgeoning damage.
- Rock|4|1d6 + 2
+ Rock|4|1d6+2
Self-Sacrifice
@@ -774,17 +774,17 @@
Bite
Melee Weapon Attack: +17 to hit, reach 15 ft., one target. 18 (2d8 + 9) piercing damage plus 14 (4d6) fire damage.
- Bite|17|2d8 + 9
+ Bite|17|2d8+9
Claw
Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 14 (2d4 + 9) slashing damage.
- Claw|17|2d4 + 9
+ Claw|17|2d4+9
Tail
Melee Weapon Attack: +17 to hit, reach 20 ft., one target. 16 (2d6 + 9) bludgeoning damage.
- Tail|17|2d6 + 9
+ Tail|17|2d6+9
Fire Breath (Recharge 5-6)
@@ -927,7 +927,7 @@
Slam
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) fire damage, or 11 (2d8 + 3) bludgeoning damage plus 14 (4d6) fire damage if the weird is Large or bigger.
- Slam|5|1d8 + 3
+ Slam|5|1d8+3
A blistercoil weird is an anthropomorphic brute formed from water and molten rock. It absorbs energy from magical fire, causing its oozelike body to increase in size. During one disastrous experiment, Izzet researchers observed a blistercoil weird expanding to fill a six-story workshop before it released all its excess energy in an enormous explosion and returned to its original size.
Elemental Nature
@@ -970,7 +970,7 @@
Slam
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) fire damage.
- Slam|7|2d8 + 4
+ Slam|7|2d8+4
Arc Lightning
@@ -1015,7 +1015,7 @@
Slam
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage plus 5 (2d4) lightning damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or lose the ability to use reactions until the start of the weird's next turn.
- Slam|4|1d6 + 2
+ Slam|4|1d6+2
Galvanice weirds seem to be the epitome of weird technology. Indeed, they serve willingly, with cheerful stupidity, as guardians and laborers in Izzet workshops. They combine a rigid body of elemental ice with a core of lightning that animates them. If a galvanice weird is destroyed, the ice shatters and lightning crackles outward in a dangerous explosion. Still, most Izzet researchers find that their usefulness outweighs this risk.
Elemental Nature
@@ -1062,12 +1062,12 @@
Vine Staff
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or become restrained by twisting vines for 1 minute. A target restrained in this way can use an action to make a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check, ending the effect on itself on a success.
- Vine Staff|9|2d6 + 5
+ Vine Staff|9|2d6+5
Longbow
Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. 8 (1d8 + 4) piercing damage.
- Longbow|8|1d8 + 4
+ Longbow|8|1d8+4
Summon Mount (1/Day)
@@ -1141,12 +1141,12 @@
Constrict
Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. 15 (3d6 + 5) bludgeoning damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained. Trostani can grapple no more than three targets at a time.
- Constrict|11|3d6 + 5
+ Constrict|11|3d6+5
Touch of Order
Melee Spell Attack: +16 to hit, reach 5 ft., one creature. 23 (3d8 + 10) radiant damage, and Trostani can choose one magic item she can see in the target's possession. Unless it's an artifact, the item's magic is suppressed until the start of Trostani's next turn.
- Touch of Order|16|3d8 + 10
+ Touch of Order|16|3d8+10
Wrath of Mat'Selesnya (Recharge 5-6)
@@ -1223,12 +1223,12 @@
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage.
- Bite|5|1d4 + 3
+ Bite|5|1d4+3
Spiked Chain
Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 6 (1d6 + 3) slashing damage.
- Spiked Chain|5|1d6 + 3
+ Spiked Chain|5|1d6+3
Innate Spellcasting
@@ -1288,7 +1288,7 @@
Spear
Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 13 (3d8) psychic damage.
- Spear|8|2d6 + 4
+ Spear|8|2d6+4
Captivating Presence (Recharge 6)
@@ -1361,12 +1361,12 @@
Curtain-Call Scythe
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 24 (3d10 + 8) slashing damage plus 13 (3d8) fire damage.
- Curtain-Call Scythe|15|3d10 + 8
+ Curtain-Call Scythe|15|3d10+8
Claw
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 17 (2d8 + 8) slashing damage.
- Claw|15|2d8 + 8
+ Claw|15|2d8+8
Rakdos can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Rakdos regains spent legendary actions at the start of its turn.
@@ -1433,12 +1433,12 @@
Bite
Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. 25 (3d12 + 6) piercing damage plus 16 (3d10) psychic damage.
- Bite|10|3d12 + 6
+ Bite|10|3d12+6
Claws
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 10 (1d8 + 6) slashing damage plus 9 (2d8) psychic damage.
- Claws|10|1d8 + 6
+ Claws|10|1d8+6
Innate Spellcasting
@@ -1483,12 +1483,12 @@
Chain
Melee Weapon Attack: +9 to hit, reach 20 ft., one target. 16 (3d6 + 6) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until the grapple ends, the target is restrained, and the giant can't use this attack on anyone else.
- Chain|9|3d6 + 6
+ Chain|9|3d6+6
Rock
Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. 16 (3d6 + 6) bludgeoning damage.
- Rock|9|3d6 + 6
+ Rock|9|3d6+6
Furious Defense
@@ -1543,17 +1543,17 @@
Maul
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 28 (6d6 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.
- Maul|13|6d6 + 7
+ Maul|13|6d6+7
Stomp
Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 18 (2d10 + 7) bludgeoning damage.
- Stomp|13|2d10 + 7
+ Stomp|13|2d10+7
Rock
Ranged Weapon Attack: +13 to hit, range 30/120 ft., one target. 29 (4d10 + 7) bludgeoning damage.
- Rock|13|4d10 + 7
+ Rock|13|4d10+7
Frightful Presence
@@ -1615,7 +1615,7 @@
Spear
Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 60/240 ft., one target. 17 (3d6 + 7) piercing damage, or 20 (3d8 + 7) piercing damage if used with two hands to make a melee attack.
- Spear|10|3d6 + 7
+ Spear|10|3d6+7
Protection
@@ -1663,7 +1663,7 @@
Slam
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 23 (3d10 + 7) bludgeoning damage.
- Slam|10|3d10 + 7
+ Slam|10|3d10+7
Spell Vitalization
@@ -1709,12 +1709,12 @@
Greataxe
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 25 (3d12 + 6) slashing damage. If the Orzhov giant scores a critical hit, it rolls the damage dice three times, instead of twice.
- Greataxe|9|3d12 + 6
+ Greataxe|9|3d12+6
Rock
Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage.
- Rock|9|4d10 + 6
+ Rock|9|4d10+6
A few giants join the ranks of the Orzhov Syndicate and serve as guards, executioners, and thugs-the muscle of the guild. The presence of Orzhov giants in markets and streets serves as an effective reminder for business owners to keep their payments up to date.
Giants:
@@ -1765,12 +1765,12 @@
Slam
Melee Weapon Attack: +10 to hit, reach 15 ft., one target. 24 (4d8 + 6) bludgeoning damage.
- Slam|10|4d8 + 6
+ Slam|10|4d8+6
Rock
Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
- Rock|10|4d10 + 6
+ Rock|10|4d10+6
Gruul sunder shamans are angry giants that channel their rage into brutal attacks that deal overwhelming damage to foes and structures alike.
These shamans sometimes lead hill giants and stone giants that also live among the Gruul Clans. They are occasionally joined by cyclopes, ettins, fomorians, and ogres. Like the rest of the Gruul, they hate the urban development that encroaches on the wilds where they once lived-not least because they have so much difficulty fitting inside the small structures. They delight in destroying such edifices, and in the heat of their rage, they walk through buildings, trample people underfoot, and generally cause as much chaos as possible. They often armor themselves with pieces of buildings and wield columns or other architectural elements as clubs.
@@ -1814,7 +1814,7 @@
Claw
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage.
- Claw|6|1d6 + 4
+ Claw|6|1d6+4
Simic Hybrids:
The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed.
@@ -1852,7 +1852,7 @@
Javelin
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 6 (1d6 + 3) piercing damage.
- Javelin|5|1d6 + 3
+ Javelin|5|1d6+3
Spit Acid
@@ -1996,7 +1996,7 @@
Shortsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.
- Shortsword|5|1d6 + 3
+ Shortsword|5|1d6+3
Simic Hybrids:
The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed.
@@ -2038,7 +2038,7 @@
Scimitar
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.
- Scimitar|6|1d6 + 2
+ Scimitar|6|1d6+2
Spellcasting
@@ -2064,7 +2064,7 @@
M
humanoid (any race)
Chaotic Evil
- 12, 15 (with mage armor)
+ 12 (15 with mage armor)
78 (12d8+24)
walk 30 ft.
16
@@ -2098,12 +2098,12 @@
Longsword
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage.
- Longsword|6|1d8 + 3
+ Longsword|6|1d8+3
Shortsword
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.
- Shortsword|6|1d6 + 3
+ Shortsword|6|1d6+3
Innate Spellcasting
@@ -2153,7 +2153,7 @@
Warhammer
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if used with two hands.
- Warhammer|4|1d8 + 2
+ Warhammer|4|1d8+2
Innate Spellcasting
@@ -2171,7 +2171,7 @@
M
humanoid (any race)
Chaotic Neutral
- 13, 16 (with mage armor)
+ 13 (16 with mage armor)
39 (6d8+12)
walk 30 ft.
13
@@ -2197,7 +2197,7 @@
Rapier
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.
- Rapier|5|1d8 + 3
+ Rapier|5|1d8+3
Innate Spellcasting
@@ -2296,7 +2296,7 @@
Greatsword
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage.
- Greatsword|6|2d6 + 3
+ Greatsword|6|2d6+3
Guided Attack (Recharges after a Short or Long Rest)
@@ -2323,7 +2323,7 @@
M
humanoid (any race)
Chaotic Neutral
- 12, 15 (with mage armor)
+ 12 (15 with mage armor)
55 (10d8+10)
walk 30 ft.
10
@@ -2389,7 +2389,7 @@
Spear
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
- Spear|4|1d6 + 2
+ Spear|4|1d6+2
Spellcasting
@@ -2491,7 +2491,7 @@
Staff
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands.
- Staff|3|1d6 + 1
+ Staff|3|1d6+1
One with the Worldsoul
@@ -2534,7 +2534,7 @@
Quarterstaff
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands.
- Quarterstaff|4|1d6 + 1
+ Quarterstaff|4|1d6+1
Spellcasting
@@ -2556,7 +2556,7 @@
M
humanoid (any race)
Lawful Evil
- 12, 15 (with mage armor)
+ 12 (15 with mage armor)
49 (11d8)
walk 30 ft.
10
@@ -2582,7 +2582,7 @@
Dagger
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.
- Dagger|5|1d4 + 2
+ Dagger|5|1d4+2
Innate Spellcasting (Psionics)
@@ -2601,7 +2601,7 @@
M
humanoid (any race)
Lawful Neutral
- 11, 14 (with mage armor)
+ 11 (14 with mage armor)
63 (14d8)
walk 30 ft.
9
@@ -2623,7 +2623,7 @@
Quarterstaff
Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.
- Quarterstaff|1|1d6 - 1
+ Quarterstaff|1|1d6-1
Glimpse the Temporal Flood (Recharge 5-6)
@@ -2721,7 +2721,7 @@
Dagger
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage.
- Dagger|5|1d4 + 3
+ Dagger|5|1d4+3
By offering a place for those of many different talents, the Cult of Rakdos has seen its numbers swell with performing artists, including blade jugglers, fire eaters, and high wire acrobats. Performers carry the message of Rakdos out into the streets: cut loose, free yourself from the bonds of society's mores and expectations, and indulge your desires.
Source: Guildmasters' Guide to Ravnica p. 249
@@ -2762,7 +2762,7 @@
Bladed Chain
Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 6 (1d6 + 3) slashing damage.
- Bladed Chain|5|1d6 + 3
+ Bladed Chain|5|1d6+3
Spew Flame (Recharge 4-6)
@@ -2807,7 +2807,7 @@
Barbed Pole
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage, and the acrobat can jump up to 20 feet. This movement doesn't provoke opportunity attacks.
- Barbed Pole|5|1d8 + 3
+ Barbed Pole|5|1d8+3
By offering a place for those of many different talents, the Cult of Rakdos has seen its numbers swell with performing artists, including blade jugglers, fire eaters, and high wire acrobats. Performers carry the message of Rakdos out into the streets: cut loose, free yourself from the bonds of society's mores and expectations, and indulge your desires.
Source: Guildmasters' Guide to Ravnica p. 249
@@ -2844,7 +2844,7 @@
Longsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
- Longsword|5|1d8 + 3
+ Longsword|5|1d8+3
Lightning Backlash (Recharge 5-6)
@@ -2911,7 +2911,7 @@
Shortsword
Melee Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.
- Shortsword|4|1d6 + 2
+ Shortsword|4|1d6+2
Rubblebelt stalkers are scouts and skirmishers for the Gruul Clans. They excel at moving over challenging terrain, whether they're picking their way through treacherous ruins or clambering across rooftops. They favor ambush tactics and avoid confrontations with stronger forces, relying on their superior mobility to make their escape.
Source: Guildmasters' Guide to Ravnica p. 239
@@ -2948,7 +2948,7 @@
Light Hammer
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) bludgeoning damage.
- Light Hammer|4|1d4 + 2
+ Light Hammer|4|1d4+2
Scorchbringer (Recharge 4-6)
@@ -2993,7 +2993,7 @@
Longsword
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
- Longsword|3|1d8 + 2
+ Longsword|3|1d8+2
Soldiers are found in many of Ravnica's guilds. The soldier stat block represents a typical member of the rank and file, though weaponry and armor can vary.
Source: Guildmasters' Guide to Ravnica p. 226
@@ -3034,12 +3034,12 @@
Dagger
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.
- Dagger|4|1d4 + 2
+ Dagger|4|1d4+2
Rapier
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage.
- Rapier|4|1d8 + 2
+ Rapier|4|1d8+2
Innate Spellcasting (Psionics)
@@ -3083,7 +3083,7 @@
Quarterstaff
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.
- Quarterstaff|4|1d6 + 2
+ Quarterstaff|4|1d6+2
Fungal Rot
@@ -3159,7 +3159,7 @@
Quarterstaff
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage if used with two hands.
- Quarterstaff|5|1d6 + 3
+ Quarterstaff|5|1d6+3
Innate Spellcasting
@@ -3215,7 +3215,7 @@
Spear
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
- Spear|4|1d6 + 2
+ Spear|4|1d6+2
Variant: Winged Kraul Warriors
@@ -3266,7 +3266,7 @@
Prime Speaker's Trident
Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. 12 (2d6 + 5) piercing damage, and the trident emits a thunderous boom. Each creature in a 15-foot cube originating from the prongs of the trident must make a DC 18 Constitution saving throw. On a failed save, the creature takes 9 (2d8) thunder damage and is pushed 10 feet away from Zegana. If the creature is underwater, the damage is increased to 13 (3d8). On a successful save, the creature takes half as much damage and isn't pushed.
- Prime Speaker's Trident|10|2d6 + 5
+ Prime Speaker's Trident|10|2d6+5
Deluge (Recharge 4-6)
@@ -3345,12 +3345,12 @@
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 8 (1d10 + 3) piercing damage.
- Bite|5|1d10 + 3
+ Bite|5|1d10+3
Claws
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage.
- Claws|5|1d8 + 3
+ Claws|5|1d8+3
Krasis:
In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific method to create novel life forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can't reproduce. A few multiply and become part of the guild's standard menagerie.
@@ -3415,12 +3415,12 @@
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 17 (2d12 + 4) piercing damage.
- Bite|7|2d12 + 4
+ Bite|7|2d12+4
Claws
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 17 (2d12 + 4) slashing damage.
- Claws|7|2d12 + 4
+ Claws|7|2d12+4
Krasis:
In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific method to create novel life forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can't reproduce. A few multiply and become part of the guild's standard menagerie.
@@ -3485,17 +3485,17 @@
Bite
Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. 27 (6d6 + 6) piercing damage.
- Bite|11|6d6 + 6
+ Bite|11|6d6+6
Claws
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 22 (3d10 + 6) slashing damage.
- Claws|11|3d10 + 6
+ Claws|11|3d10+6
Tail
Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 33 (6d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.
- Tail|11|6d8 + 6
+ Tail|11|6d8+6
Krasis:
In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific method to create novel life forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can't reproduce. A few multiply and become part of the guild's standard menagerie.
@@ -3568,7 +3568,7 @@
Claw
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 21 (3d10 + 5) slashing damage. If the target is a creature, it must succeed on a DC 23 Wisdom saving throw or take 14 (4d6) psychic damage after each attack it makes against Isperia before the start of her next turn.
- Claw|12|3d10 + 5
+ Claw|12|3d10+5
Supreme Legal Authority
@@ -3650,12 +3650,12 @@
Beak
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d8 + 5) piercing damage.
- Beak|7|1d8 + 5
+ Beak|7|1d8+5
Talons
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (2d4 + 5) slashing damage.
- Talons|7|2d4 + 5
+ Talons|7|2d4+5
The aerial forces of the Boros Legion-skyknights who fly alongside the angels-take to the air mounted on Skyjek rocs. These avians are named for the skyknights who are also part of the Wojek League, called Skyjeks. From the backs of their rocs, these mounted soldiers carry out reconnaissance missions, bombard enemies on the ground, and engage flying foes.
The shape of a Skyjek roc's body makes it relatively easy to saddle and ride, and it is typically equipped with armor plating on its head and chest.
@@ -3698,12 +3698,12 @@
Bite
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 22 (3d10 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the skyswimmer. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the skyswimmer, and it takes 21 (6d6) acid damage at the start of each of the skyswimmer's turns. If the skyswimmer takes 30 damage or more on a single turn from the swallowed creature, the skyswimmer must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the skyswimmer. If the skyswimmer dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
- Bite|11|3d10 + 6
+ Bite|11|3d10+6
Slam
Melee Weapon Attack: +11 to hit, reach 30 ft., one target. 19 (2d12 + 6) bludgeoning damage.
- Slam|11|2d12 + 6
+ Slam|11|2d12+6
Skyswimmers are enormous, predatory leviathans that feed on drakes, rocs, griffins, and anything else they encounter as they soar through the clouds above Ravnica.
Source: Guildmasters' Guide to Ravnica p. 220
@@ -3748,7 +3748,7 @@
Claw
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage.
- Claw|7|2d8 + 4
+ Claw|7|2d8+4
Petrifying Gaze
@@ -3806,7 +3806,7 @@
Bite
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 24 (5d6 + 7) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 20 Dexterity saving throw or be swallowed by the wurm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the wurm, and takes 17 (5d6) acid damage at the start of each of the wurm's turns. If the wurm takes 30 damage or more on a single turn from a creature inside it, the wurm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the wurm. If the wurm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
- Bite|12|5d6 + 7
+ Bite|12|5d6+7
Wurms are huge creatures that resemble limbless, wingless dragons. They burrow through the earth and eat virtually anything they come across, and their movement accounts for much of the destruction in the rubblebelt regions of Ravnica. A wurm burrows through loose earth by using deep sonic vibrations to liquefy the earth in front of it and swim through the area. The soil resolidifies and closes behind it. Moving through rock is slower and more difficult, and the wurm leaves a tunnel in its wake. The Gruul Clans appreciate the devastation wurms can create, and the clans sometimes lure them into civilized areas where the destruction can be vast.
Source: Guildmasters' Guide to Ravnica p. 225
@@ -3859,7 +3859,7 @@
Shortsword
Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 10 (1d6 + 7) piercing damage plus 10 (3d6) psychic damage, and the target has disadvantage on the next attack roll it makes before Lazav's next turn.
- Shortsword|13|1d6 + 7
+ Shortsword|13|1d6+7
Lazav can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Lazav regains spent legendary actions at the start of its turn.
@@ -3923,7 +3923,7 @@
Spiked Club
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage, or 7 (1d10 + 2) piercing damage if used with two hands.
- Spiked Club|4|1d8 + 2
+ Spiked Club|4|1d8+2
The rank-and-file members of the Gruul Clans, called anarchs, despise civilization and have sworn to tear down both its physical structures and its institutions. Anarchs scavenge everything, from the hide armor they wear to the weapons they wield. As they pick through the refuse of the rubblebelts, they sometimes come across magic items and other valuable treasures.
Source: Guildmasters' Guide to Ravnica p. 239
@@ -3960,17 +3960,17 @@
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. If the target is humanoid, it must succeed on a DC 15 Charisma saving throw or be charmed by the vampire for 1 minute. While charmed in this way, the target is infatuated with the vampire. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
- Bite|7|1d6 + 4
+ Bite|7|1d6+4
Rapier
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage.
- Rapier|7|1d8 + 4
+ Rapier|7|1d8+4
Unarmed Strike
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage. The vampire can also grapple the target (escape DC 14) if it is a creature and the vampire has a hand free.
- Unarmed Strike|6|1d8 + 3
+ Unarmed Strike|6|1d8+3
Parry
@@ -4108,12 +4108,12 @@
Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 18 (3d8 + 5) piercing damage.
- Bite|8|3d8 + 5
+ Bite|8|3d8+5
Claws
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 15 (3d6 + 5) slashing damage.
- Claws|8|3d6 + 5
+ Claws|8|3d6+5
A gloamwing's head is almost ratlike, with prominent teeth, and its leathery skin is stretched tight over its skull, where its eyes are empty sockets. Its body is mottled with bony plates, and great wings stretch from its shoulders.
Source: Guildmasters' Guide to Ravnica p. 215
@@ -4217,7 +4217,7 @@
Staff of Svogthir
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 12 (2d6 + 5) bludgeoning damage plus 13 (3d8) poison damage and 13 (3d8) necrotic damage.
- Staff of Svogthir|12|2d6 + 5
+ Staff of Svogthir|12|2d6+5
Jarad can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Jarad regains spent legendary actions at the start of its turn.
@@ -4292,12 +4292,12 @@
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
- Bite|6|1d6 + 4
+ Bite|6|1d6+4
Unarmed Strike
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) bludgeoning damage. The vampire can also grapple the target (escape DC 13) if it is a creature and the vampire has a hand free.
- Unarmed Strike|6|1d8 + 4
+ Unarmed Strike|6|1d8+4
Mind Siphon (Recharge 5-6)
@@ -4356,7 +4356,7 @@
Scythe
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 11 (2d6 + 4) slashing damage plus 13 (3d8) psychic damage.
- Scythe|8|2d6 + 4
+ Scythe|8|2d6+4
Mind Twist (Recharge 5-6)
@@ -4536,7 +4536,7 @@
Claw
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage.
- Claw|8|2d8 + 4
+ Claw|8|2d8+4
The monstrosity can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary actions at the start of its turn.
diff --git a/FightClub5eXML/Sources/HuntForTheThesselhydra.xml b/FightClub5eXML/Sources/HuntForTheThesselhydra.xml
index 2e62190..19ecc6c 100644
--- a/FightClub5eXML/Sources/HuntForTheThesselhydra.xml
+++ b/FightClub5eXML/Sources/HuntForTheThesselhydra.xml
@@ -44,12 +44,12 @@
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.
- Bite|5|1d8 + 3
+ Bite|5|1d8+3
Claw
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 12 (2d8 + 3) slashing damage.
- Claw|5|2d8 + 3
+ Claw|5|2d8+3
Source: Hunt for the Thessalhydra
@@ -85,17 +85,17 @@
Flurry of Bites
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 7 (1d6 + 4) piercing damage plus 10 (4d4) poison damage.
- Flurry of Bites|7|1d6 + 4
+ Flurry of Bites|7|1d6+4
Maw
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d10 + 4) piercing damage plus 5 (1d10) acid damage.
- Maw|7|1d10 + 4
+ Maw|7|1d10+4
Tail Pincer
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 10 (1d12 + 4) slashing damage, and the target is grappled. As an action, the target can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check (its choice). Until this grapple ends, the thessalhydra can't use its tail pincer.
- Tail Pincer|7|1d12 + 4
+ Tail Pincer|7|1d12+4
Acid Saliva (Recharge 5-6)
diff --git a/FightClub5eXML/Sources/InfernalMachineRebuild.xml b/FightClub5eXML/Sources/InfernalMachineRebuild.xml
index 3348585..a840907 100644
--- a/FightClub5eXML/Sources/InfernalMachineRebuild.xml
+++ b/FightClub5eXML/Sources/InfernalMachineRebuild.xml
@@ -40,12 +40,12 @@
Battleaxe
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage.
- Battleaxe|8|2d8 + 5
+ Battleaxe|8|2d8+5
Morningstar
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 14 (2d8 + 5) piercing damage.
- Morningstar|8|2d8 + 5
+ Morningstar|8|2d8+5
Fire Breath (Recharge 5-6)
@@ -114,12 +114,12 @@
Bone Shortsword
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.
- Bone Shortsword|6|1d6 + 3
+ Bone Shortsword|6|1d6+3
Light Crossbow
Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 7 (1d8 + 3) 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. The target regains consciousness if it takes damage or if another creature takes an action to shake it.
- Light Crossbow|6|1d8 + 3
+ Light Crossbow|6|1d8+3
Cloak Sweep
@@ -196,7 +196,7 @@
Shortsword
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage.
- Shortsword|7|1d6 + 4
+ Shortsword|7|1d6+4
Out on Loan
The powerful relics possessed by Lynx Creatlach and Sir Ursas (see the "Special Equipment" section of their stat blocks) have been granted to them by their diabolical masters, and are not meant to be claimed as treasure. If either agent is killed in the course of the adventure, their special equipment vanishes, returning to Bel or Zariel.
@@ -242,7 +242,7 @@
Ruinblade
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage.
- Ruinblade|6|2d6 + 2
+ Ruinblade|6|2d6+2
Blight (1/Day)
@@ -314,17 +314,17 @@
Claw
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.
- Claw|7|2d6 + 4
+ Claw|7|2d6+4
Spear
Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.
- Spear|7|2d6 + 4
+ Spear|7|2d6+4
Shield Bash
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (2d4 + 4) bludgeoning damage, and if the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
- Shield Bash|7|2d4 + 4
+ Shield Bash|7|2d4+4
Parry
@@ -378,7 +378,7 @@
Dagger
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 15 Constitution saving throw. On a failed save, the target is affected as if by the polymorph spell, transforming into a random beast or a creature it has seen within the last 24 hours (as chosen by the DM). This effect lasts until the target finishes a long rest.
- Dagger|5|1d4 + 1
+ Dagger|5|1d4+1
Spellcasting
@@ -473,13 +473,13 @@
Bite
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 20 (3d8 + 7) piercing damage plus 5 (1d10) acid damage. If the target is a Medium or smaller creature grappled by the thessalkraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the thessalkraken, and it takes 21 (6d6) acid damage at the start of each of the thessalkraken's turns.
- Bite|12|3d8 + 7
+ Bite|12|3d8+7
If the thessalkraken takes 35 damage or more on a single turn from a creature inside it, it must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the thessalkraken. If the thessalkraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
Tentacle
Melee Weapon Attack: +12 to hit, reach 20 ft., one target. 17 (3d6 + 7) slashing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The thessalkraken has ten tentacles, each of which can grapple one target.
- Tentacle|12|3d6 + 7
+ Tentacle|12|3d6+7
Fling
@@ -559,7 +559,7 @@
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and that head of the crocodile can't bite another target.
- Bite|4|1d10 + 2
+ Bite|4|1d10+2
Source: Infernal Machine Rebuild p. 89
@@ -603,12 +603,12 @@
Beak
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (1d10 + 5) piercing damage.
- Beak|7|1d10 + 5
+ Beak|7|1d10+5
Claws
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage.
- Claws|7|2d8 + 5
+ Claws|7|2d8+5
Source: Infernal Machine Rebuild p. 90
@@ -648,12 +648,12 @@
Bite
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 16 (2d10 + 5) piercing damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.
- Bite|8|2d10 + 5
+ Bite|8|2d10+5
Tentacle
Melee Weapon Attack: +8 to hit, reach 15 ft., one target. 10 (1d10 + 5) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC 16) and restrained until the grapple ends. The neo-otyugh has two tentacles, each of which can grapple one target.
- Tentacle|8|1d10 + 5
+ Tentacle|8|1d10+5
Tentacle Slam
@@ -713,12 +713,12 @@
Shortsword
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
- Shortsword|6|1d6 + 3
+ Shortsword|6|1d6+3
Light Crossbow
Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
- Light Crossbow|6|1d8 + 3
+ Light Crossbow|6|1d8+3
Source: Infernal Machine Rebuild p. 31
@@ -801,7 +801,7 @@
Scimitar
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 4 (1d6 + 1) slashing damage.
- Scimitar|3|1d6 + 1
+ Scimitar|3|1d6+1
Source: Infernal Machine Rebuild p. 15
@@ -843,17 +843,17 @@
Snake Hair
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.
- Snake Hair|5|1d4 + 2
+ Snake Hair|5|1d4+2
Shortsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.
- Shortsword|5|1d6 + 2
+ Shortsword|5|1d6+2
Longbow
Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.
- Longbow|5|1d8 + 2
+ Longbow|5|1d8+2
Source: Infernal Machine Rebuild p. 47
desert
@@ -897,12 +897,12 @@
Slam
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 16 (3d6 + 6) bludgeoning damage.
- Slam|10|3d6 + 6
+ Slam|10|3d6+6
Rock
Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. 28 (4d10 + 6) bludgeoning damage.
- Rock|10|4d10 + 6
+ Rock|10|4d10+6
Animate Trees (1/Day)
@@ -938,7 +938,7 @@
Rapier
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage.
- Rapier|3|1d8 + 1
+ Rapier|3|1d8+1
Parry
@@ -982,7 +982,7 @@
Talons
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 8 (2d6 + 1) slashing damage.
- Talons|3|2d6 + 1
+ Talons|3|2d6+1
Source: Infernal Machine Rebuild p. 33
forest, hill, arctic
@@ -1022,12 +1022,12 @@
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d8 + 5) piercing damage.
- Bite|7|1d8 + 5
+ Bite|7|1d8+5
Claws
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage.
- Claws|7|2d6 + 5
+ Claws|7|2d6+5
Source: Infernal Machine Rebuild p. 34
underdark, arctic
@@ -1067,12 +1067,12 @@
Beak
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 10 (1d10 + 5) piercing damage.
- Beak|7|1d10 + 5
+ Beak|7|1d10+5
Claws
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage.
- Claws|7|2d8 + 5
+ Claws|7|2d8+5
Source: Infernal Machine Rebuild p. 36
forest
@@ -1116,12 +1116,12 @@
Beak
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (1d10 + 5) piercing damage.
- Beak|7|1d10 + 5
+ Beak|7|1d10+5
Claws
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage.
- Claws|7|2d8 + 5
+ Claws|7|2d8+5
Source: Infernal Machine Rebuild p. 36
@@ -1131,7 +1131,7 @@
M
humanoid (any race)
Any alignment
- 12, 15 (with mage armor)
+ 12 (15 with mage armor)
91 (14d8+28)
walk 30 ft.
9
@@ -1157,7 +1157,7 @@
Dagger
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.
- Dagger|5|1d4 + 2
+ Dagger|5|1d4+2
Innate Spellcasting
@@ -1223,12 +1223,12 @@
Longsword
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If Tarnhem scores a critical hit, it rolls damage dice three times, instead of twice.
- Longsword|14|3d8 + 8
+ Longsword|14|3d8+8
Whip
Melee Weapon Attack: +14 to hit, reach 30 ft., one target. 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward Tarnhem.
- Whip|14|2d6 + 8
+ Whip|14|2d6+8
Teleport
@@ -1309,7 +1309,7 @@
Scimitar
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 4 (1d6 + 1) slashing damage.
- Scimitar|3|1d6 + 1
+ Scimitar|3|1d6+1
Innate Spellcasting
diff --git a/FightClub5eXML/Sources/LocathahRising.xml b/FightClub5eXML/Sources/LocathahRising.xml
index e2cff05..f1279de 100644
--- a/FightClub5eXML/Sources/LocathahRising.xml
+++ b/FightClub5eXML/Sources/LocathahRising.xml
@@ -53,12 +53,12 @@
Claws
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage.
- Claws|6|1d4 + 2
+ Claws|6|1d4+2
Club
Melee Weapon Attack: +6 to hit (+8 to hit with shillelagh), reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.
- Club|6|1d6 + 2
+ Club|6|1d6+2
Spellcasting
@@ -123,12 +123,12 @@
Claw
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 16). Until the grapple ends, Gar can't attack other creatures with his claw.
- Claw|8|2d6 + 3
+ Claw|8|2d6+3
Wave
Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 20/60 ft., one target. 9 (1d6 + 6) piercing damage or 10 (1d8 + 6) piercing damage when used with two hands. If Gar scores a critical hit with this weapon, the target takes extra necrotic damage equal to half its hit point maximum.
- Wave|11|1d6 + 6
+ Wave|11|1d6+6
Umberlee's Wake (Recharge 5-6)
@@ -216,14 +216,14 @@
Bite
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 20 (3d8 + 7) piercing damage.
- Bite|12|3d8 + 7
+ Bite|12|3d8+7
If the target is a Medium or smaller creature grappled by the kraken, that creature is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 21 (6d6) acid damage at the start of each of the kraken's turns. One Medium or two smaller creatures can be swallowed at the same time.
If the kraken takes 35 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in spaces within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
Tentacle
Melee Weapon Attack: +12 to hit, reach 20 ft., one target. 17 (3d6 + 7) bludgeoning damage, and the target is grappled (escape DC 20). Until the grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.
- Tentacle|12|3d6 + 7
+ Tentacle|12|3d6+7
Fling
@@ -241,7 +241,7 @@
M
humanoid (water genasi)
Lawful Evil
- 11, 14 (with mage armor)
+ 11 (14 with mage armor)
75 (10d8+30)
walk 30 ft., swim 30 ft.
12
@@ -267,7 +267,7 @@
Dagger
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or ranged 20/60 ft., one target. 3 (1d4 + 1) piercing damage.
- Dagger|4|1d4 + 1
+ Dagger|4|1d4+1
Innate Spellcasting
diff --git a/FightClub5eXML/Sources/LostLaboratoryOfKwalish.xml b/FightClub5eXML/Sources/LostLaboratoryOfKwalish.xml
index 36012c8..8dafca4 100644
--- a/FightClub5eXML/Sources/LostLaboratoryOfKwalish.xml
+++ b/FightClub5eXML/Sources/LostLaboratoryOfKwalish.xml
@@ -152,7 +152,7 @@
Tentacle Slam
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) bludgeoning damage.
- Tentacle Slam|9|2d6 + 5
+ Tentacle Slam|9|2d6+5
Source: Lost Laboratory of Kwalish p. 38
@@ -200,7 +200,7 @@
Shortsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.
- Shortsword|4|1d6 + 2
+ Shortsword|4|1d6+2
Spellcasting
@@ -304,12 +304,12 @@
Glass Longsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 6 (1d8 + 2) slashing damage. If a 1 is rolled on an attack roll with a glass longsword, it shatters and can no longer be used.
- Glass Longsword|4|1d8 + 2
+ Glass Longsword|4|1d8+2
Pseudopod
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) acid damage.
- Pseudopod|4|1d6 + 2
+ Pseudopod|4|1d6+2
Source: Lost Laboratory of Kwalish p. 46
@@ -351,17 +351,17 @@
Snake Hair
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.
- Snake Hair|5|1d4 + 2
+ Snake Hair|5|1d4+2
Shortsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.
- Shortsword|5|1d6 + 2
+ Shortsword|5|1d6+2
Longbow
Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.
- Longbow|5|1d8 + 2
+ Longbow|5|1d8+2
Source: Infernal Machine Rebuild p. 23
desert
diff --git a/FightClub5eXML/Sources/MordenkainensFiendishFolio.xml b/FightClub5eXML/Sources/MordenkainensFiendishFolio.xml
index f390189..344064b 100644
--- a/FightClub5eXML/Sources/MordenkainensFiendishFolio.xml
+++ b/FightClub5eXML/Sources/MordenkainensFiendishFolio.xml
@@ -37,7 +37,7 @@
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. While poisoned this way, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Bite|4|1d10 + 2
+ Bite|4|1d10+2
Ovipositor
@@ -87,7 +87,7 @@
Bite
Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
- Bite|4|1d6 + 2
+ Bite|4|1d6+2
Radiant Blast
@@ -141,7 +141,7 @@
Claw
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 7 (1d6 + 4) bludgeoning damage and the target is grappled (escape DC 14). Until this grapple ends, the crab folk can automatically hit the target with its claw, and the crab folk can't make attacks with that claw against other targets. The crab folk has two claws, each of which can grapple only one target.
- Claw|6|1d6 + 4
+ Claw|6|1d6+4
The crab folk are the result of a magical ritual used long ago by a mighty green hag to transform her ogre minions into more useful servants. All crab folk that now exist are descended from those original creations, with most living in small, isolated clutches. Though they are content to lead peaceful lives as hunters and gatherers, the magic that created the crab folk sometimes compels them to lash out in fearsome raids when the conditions are right.
Aquatic Vassals:
@@ -196,7 +196,7 @@
Claw
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage.
- Claw|4|1d8 + 2
+ Claw|4|1d8+2
Heralded by the ominous, deep rumbling of their strange song, great packs of dire corbies range across the Underdark, stripping the tunnels and caverns they traverse of all living things. Even the mightiest creatures of the Underdark hide within fortified lairs or step aside from a dire corby flock, knowing of how these creatures' bizarre song disrupts, disorients, and ultimately overwhelms their prey.
Flocks of Doom:
@@ -244,7 +244,7 @@
Claw
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d12 + 3) slashing damage.
- Claw|7|1d12 + 3
+ Claw|7|1d12+3
Gemstone Eyes
@@ -304,12 +304,12 @@
Claw
Melee weapon attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.
- Claw|5|1d6 + 3
+ Claw|5|1d6+3
Gore
Melee weapon attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.
- Gore|5|1d8 + 3
+ Gore|5|1d8+3
Chromatic Ray
@@ -375,12 +375,12 @@
Greatsword
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 29 (6d6 + 8) slashing damage.
- Greatsword|12|6d6 + 8
+ Greatsword|12|6d6+8
Rock
Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. 30 (4d10 + 8) bludgeoning damage.
- Rock|12|4d10 + 8
+ Rock|12|4d10+8
Petty Tyrant (Recharge 6)
@@ -450,12 +450,12 @@
Club
Melee weapon attack: +-1 to hit, reach 5 ft., one target. 1 (1d4 - 3) bludgeoning damage.
- Club|-1|1d4 - 3
+ Club|-1|1d4-3
Dart
Ranged weapon attack: +3 to hit, range 20/60 ft., one target. 3 (1d4 + 1) piercing damage.
- Dart|3|1d4 + 1
+ Dart|3|1d4+1
Jermlaine prove that terrible things can come in tiny packages. Their tiny, foot-tall forms can barely contain the cruelty and malevolence that courses through them. Deep in the Underdark, the jermlaine lurk among the tunnels, dungeons, and caverns inhabited by much larger, more dangerous folk. The jermlaine huddle in their small tunnels, avoiding contact with all other creatures unless they can marshal overwhelming numbers. When the odds are in their favor, they strike with a vicious determination that can overwhelm even a heavily armed drow patrol or duergar war party.
Hateful Ambushers:
@@ -500,7 +500,7 @@
Bite
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage, and if the target is wearing metal armor or carrying a metal shield, the khargra attaches to that armor or shield. While attached, the khargra doesn't attack. Instead, at the start of each of the khargra's turns, roll a d20. On a 10 or higher, the armor or shield takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.
- Bite|3|1d4 + 1
+ Bite|3|1d4+1
The khargra can detach itself by spending 5 feet of its movement. A creature, including the target, can use its action to detach the khargra.
@@ -603,7 +603,7 @@
Dagger
Melee or Ranged weapon attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.
- Dagger|4|1d4 + 2
+ Dagger|4|1d4+2
Blood Boiling Hex (Recharge 6)
@@ -656,12 +656,12 @@
Claw
Melee weapon attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.
- Claw|5|1d6 + 3
+ Claw|5|1d6+3
Needle
Ranged Weapon Attack: +5 to hit, range 60 ft., one target. 5 (1d4 + 3) piercing damage.
- Needle|5|1d4 + 3
+ Needle|5|1d4+3
A wise ranger knows that the sight of a needle spawn is an ill omen, for it heralds the rise of a dreaded needle lord and a war for the soul of a forest.
Roving Corpses:
@@ -713,7 +713,7 @@
Raking Vine
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target takes 11 piercing damage at the start of each of its turns. The needle lord has two raking vines, each of which can grapple only one target.
- Raking Vine|6|2d6 + 4
+ Raking Vine|6|2d6+4
Needle
@@ -762,12 +762,12 @@
Bite
Melee weapon attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage.
- Bite|3|1d6 + 1
+ Bite|3|1d6+1
Mace
Melee weapon attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage.
- Mace|3|1d6 + 1
+ Mace|3|1d6+1
Defensive Rebuke
@@ -814,12 +814,12 @@
Bite
Melee weapon attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.
- Bite|5|1d6 + 3
+ Bite|5|1d6+3
Greataxe
Melee weapon attack: +5 to hit, reach 5 ft., one target. 9 (1d12 + 3) slashing damage.
- Greataxe|5|1d12 + 3
+ Greataxe|5|1d12+3
Fight On, You Slugs
@@ -879,7 +879,7 @@
Barbed Tail
Melee weapon attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage.
- Barbed Tail|5|1d4 + 3
+ Barbed Tail|5|1d4+3
The ferocious screaming devilkin are bizarre fey creatures spawned by overwhelming moments of panic. Despite their diabolic appearance and name, are denizens of the Feywild. Sages believe that their appearance derives from the primal fear inspired by fiendish creatures, while bards assert that panic, being such a repulsive emotion, is embodied by an equally ugly creature.
Screaming Terrors:
@@ -934,12 +934,12 @@
Scythe
Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. 18 (2d10 + 7) slashing damage plus 19 (3d12) necrotic damage. Any creature reduced to 0 hit points by this attack dies, with its body and everything it is wearing and carrying, except magic items, exploding into a cloud of ash. The creature can be restored to life only by means of a wish spell.
- Scythe|14|2d10 + 7
+ Scythe|14|2d10+7
Entropic Touch
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 16 (2d8 + 7) necrotic damage, and the target must succeed on a DC 22 Constitution saving throw or gain one level of exhaustion.
- Entropic Touch|14|2d8 + 7
+ Entropic Touch|14|2d8+7
Summon Slaadi (1/Day)
@@ -1022,7 +1022,7 @@
Claw
Melee weapon attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) piercing damage.
- Claw|6|1d4 + 4
+ Claw|6|1d4+4
Deep within the Ethereal Plane are the demiplanes, miniatures worlds built by powerful archmages and other mighty entities to serve as a private domain. Each demiplane is a designed realm, built for a specific purpose. Some are fortresses, designed to keep wanderers from the material world away. Others are far more sinister, dark realms where evil dreams take root and become ghastly realities. Such is the realm that spawned the xill, horrific, insectoid creatures created long ago to serve an ancient, evil master.
Gruesome Collectors:
diff --git a/FightClub5eXML/Sources/SleepingDragonsWake.xml b/FightClub5eXML/Sources/SleepingDragonsWake.xml
index 0b681bd..b9adc43 100644
--- a/FightClub5eXML/Sources/SleepingDragonsWake.xml
+++ b/FightClub5eXML/Sources/SleepingDragonsWake.xml
@@ -32,7 +32,7 @@
Bite
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 22 (3d10 + 6) piercing damage.
- Bite|9|3d10 + 6
+ Bite|9|3d10+6
A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.
The giant shark skeleton doesn't require air, food, drink, or sleep. The shark has had skeletal feet attached by some demented necromancer.
@@ -82,17 +82,17 @@
Bite
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 18 (2d10 + 7) piercing damage.
- Bite|12|2d10 + 7
+ Bite|12|2d10+7
Claw
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 14 (2d6 + 7) slashing damage.
- Claw|12|2d6 + 7
+ Claw|12|2d6+7
Tail
Melee Weapon Attack: +12 to hit, reach 15 ft., one target. 16 (2d8 + 7) bludgeoning damage.
- Tail|12|2d8 + 7
+ Tail|12|2d8+7
Frightful Presence
diff --git a/FightClub5eXML/Sources/StormLordsWrath.xml b/FightClub5eXML/Sources/StormLordsWrath.xml
index 741647b..3c56b03 100644
--- a/FightClub5eXML/Sources/StormLordsWrath.xml
+++ b/FightClub5eXML/Sources/StormLordsWrath.xml
@@ -36,12 +36,12 @@
Headbutt
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage.
- Headbutt|8|2d6 + 4
+ Headbutt|8|2d6+4
Lightning Bolt Blades
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 9 (2d4 + 4) slashing damage.
- Lightning Bolt Blades|8|2d4 + 4
+ Lightning Bolt Blades|8|2d4+4
Source: Storm Lord's Wrath
@@ -73,7 +73,7 @@
Sting
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
- Sting|4|1d6 + 2
+ Sting|4|1d6+2
Source: Storm Lord's Wrath
@@ -113,7 +113,7 @@
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage plus 7 (2d6) cold damage.
- Bite|5|1d8 + 3
+ Bite|5|1d8+3
Freezing Breath (Recharge 5-6)
diff --git a/Utilities/compendium.xsd b/Utilities/compendium.xsd
index 51f8592..a82f9cc 100644
--- a/Utilities/compendium.xsd
+++ b/Utilities/compendium.xsd
@@ -218,7 +218,7 @@
-
+
@@ -286,6 +286,7 @@
+
@@ -305,6 +306,7 @@
+