Merge pull request #21 from kinkofer/201911

Update BaldursGateDescentIntoAvernus.xml
pull/24/head
Sash Man 2019-12-22 15:15:45 +00:00 committed by GitHub
commit 3f456986aa
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2 changed files with 289 additions and 117 deletions

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@ -95,3 +95,14 @@ Night Blade
Reaper of Bhaal Reaper of Bhaal
Some typo fixes Some typo fixes
2019-12-21
Updated more monsters for descent into avernus
Deaths Head of Bhaal
Necromite of Myrkul
Skull Lash of Myrkul
Master of Souls
Fiendish Flesh Golem
Hellwasp

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@ -553,6 +553,7 @@ Cantrips (at will): guidance, sacred flame, thaumaturgy
<text>Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 14 (4d6) radiant damage, and the next attack roll made against the target before the end of the black gauntlets next turn has advantage. If the black gauntlet casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st.</text> <text>Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 14 (4d6) radiant damage, and the next attack roll made against the target before the end of the black gauntlets next turn has advantage. If the black gauntlet casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st.</text>
</action> </action>
<spells>guidance,sacred flame,thaumaturgy,bane,bless,cure wounds,guiding bolt,blindness/deafness,hold person,silence,sending,spirit guardians</spells> <spells>guidance,sacred flame,thaumaturgy,bane,bless,cure wounds,guiding bolt,blindness/deafness,hold person,silence,sending,spirit guardians</spells>
<slots>4,3,2</slots>
<environment>underdark</environment> <environment>underdark</environment>
</monster> </monster>
@ -581,7 +582,6 @@ Cantrips (at will): guidance, sacred flame, thaumaturgy
<text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., or range 20/60 ft., one target. Hit 4 (1d4+2) piercing damage,</text> <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., or range 20/60 ft., one target. Hit 4 (1d4+2) piercing damage,</text>
<attack>Dagger|4|1d4+2</attack> <attack>Dagger|4|1d4+2</attack>
</action> </action>
<environment>underdark</environment>
</monster> </monster>
<monster> <monster>
@ -628,24 +628,25 @@ Cantrips (at will): guidance, sacred flame, thaumaturgy
</monster> </monster>
<monster> <monster>
<name>Death's Head of Bhaal</name> <name>Deaths Head of Bhaal</name>
<size>M</size> <size>M</size>
<type>humanoid (chaotic evil)</type> <type>humanoid (human, chaotic evil)</type>
<speed>50</speed> <speed>50 ft,</speed>
<ac>15</ac> <ac>15</ac>
<cr>5</cr><str>20</str><dex>20</dex><con>20</con><wis>13</wis><int>14</int><cha>16</cha> <cr>5</cr>
<str>20</str><dex>20</dex><con>20</con><wis>13</wis><int>14</int><cha>16</cha>
<passive>14</passive> <passive>14</passive>
<hp>76 (8d8+40)</hp> <hp>76 (8d8+40)</hp>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<languages>common</languages> <languages>common</languages>
<skill>Intimidation +6,Perception +4,Persuasion +6</skill> <skill>Intimidation +6,Perception +6,Stealth +11</skill>
<trait> <trait>
<name>Source</name> <name>Source</name>
<text>Baldur's Gate Descent Into Avernus, p. 233</text> <text>Baldurs Gate Descent Into Avernus, p. 233</text>
</trait> </trait>
<trait> <trait>
<name>Aura of Murder</name> <name>Aura of Murder</name>
<text>As long as the reaper is not incapacitated, hostile creatures within 5 feet of it gains vulnerability to piercing damage unless they have resistance or immunity to such damage.</text> <text>As long as the death's head is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage.</text>
</trait> </trait>
<trait> <trait>
<name>Magic Resistance</name> <name>Magic Resistance</name>
@ -657,7 +658,7 @@ Cantrips (at will): guidance, sacred flame, thaumaturgy
</action> </action>
<action> <action>
<name>Dagger</name> <name>Dagger</name>
<text>Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft., or range 20/60 ft., one target. Hit 7 (1d4+5) piercing damage.</text> <text>Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft. one target. Hit 7 (1d4+5) piercing damage.</text>
<attack>Dagger|7|1d4+5</attack> <attack>Dagger|7|1d4+5</attack>
</action> </action>
<action> <action>
@ -685,14 +686,21 @@ Cantrips (at will): guidance, sacred flame, thaumaturgy
<skill>Arcana +5,Religion +5</skill> <skill>Arcana +5,Religion +5</skill>
<trait> <trait>
<name>Source</name> <name>Source</name>
<text>Baldur's Gate Descent Into Avernus, p. 234</text> <text>Baldurs Gate Descent Into Avernus, p. 234</text>
</trait> </trait>
<action> <action>
<name>Skull Flail</name> <name>Skull Flail</name>
<text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit 4 (1d8) bludgeoning damage.</text> <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit 4 (1d8) bludgeoning damage.</text>
<attack>Skull Flail|2|1d8</attack> <attack>Skull Flail|2|1d8</attack>
</action> </action>
<action>
<name>Claws of the Grave</name>
<text>Ranged Spell Attack: +5 to hit, reach 5 ft., one target. Hit 8 (2d4+3) necrotic damage.</text>
<attack>Claws|5|2d4+3</attack>
</action>
<environment>underdark</environment>
</monster> </monster>
<monster> <monster>
<name>Skull Lasher of Myrkul</name> <name>Skull Lasher of Myrkul</name>
<size>M</size> <size>M</size>
@ -702,37 +710,190 @@ Cantrips (at will): guidance, sacred flame, thaumaturgy
<cr>1</cr> <cr>1</cr>
<str>10</str><dex>14</dex><con>15</con><wis>13</wis><int>16</int><cha>10</cha> <str>10</str><dex>14</dex><con>15</con><wis>13</wis><int>16</int><cha>10</cha>
<passive>11</passive> <passive>11</passive>
<languages>abyssal, common, infernal</languages> <hp>32 (5d8+10)</hp>
<save>Wis +5</save> <languages>Abyssal, common, infernal</languages>
<save>Wis +3</save>
<skill>Arcana +5,Religion +5</skill> <skill>Arcana +5,Religion +5</skill>
<trait> <trait>
<name>Source</name> <name>Source</name>
<text>Baldur's Gate Descent Into Avernus, p. 234</text> <text>Baldurs Gate Descent Into Avernus, p. 234</text>
</trait> </trait>
<trait> <trait>
<name>Spellcasting</name> <name>Spellcasting</name>
<text>The skull lasher is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared: <text> The skull lasher is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): mage hand, message, prestidigitation Cantrips (at will): mage hand, message, prestidigitation
1st level (4 slots): detect magic, protection from evil and good, ray of sickness (see "Actions" below), shield 1st level (4 slots): detect magic, protection from evil and good,
2nd level (2 slots): darkness, misty step </text> ray of sickness (see "Actions" below), shield
2nd level (2 slots): darkness, misty step</text>
</trait> </trait>
<action> <action>
<name>Multiattack</name> <name>Multiattack</name>
<text>The skull lasher makes two attacks with its flail. </text> <text>The skull lasher makes two attacks with its flail.</text>
</action> </action>
<trait>
<name>Iron Skull Flail</name>
<text>Melee Weapon Attack: +2 to hit, reach 5 ft., onetarget. Hit: 4 (ld8) bludgeoning damage plus 7 (2d6) necrotic damage, and the target has disadvantage on all saving throws until the end of the skull lasher's next turn. </text>
<attack>Flail|2|1d8+2d6</attack>
</trait>
<action> <action>
<name>Ray of Sickness (1st-Level Spell; Requires a Spell Slot)</name> <name>Iron Skull Flail</name>
<text>Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 9 (2d8) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of the skull lasher's next turn. If the skull lasher casts this spell using a <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage plus 7 (2d6) necrotic damage, and the target has disadvantage on all saving throws until the end of the skull lasher's next turn.</text>
spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. </text> <attack>Skull Flail|2|1d8+2d6</attack>
</action>
<action>
<name>Ray of Sickness (1st-level spell; Requires a Spell Slot)</name>
<text>Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 9 (2d8) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of the skull lasher's next turn. If the skull lasher casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.</text>
<attack>Ray of Sickness|5|2d8</attack> <attack>Ray of Sickness|5|2d8</attack>
</action> </action>
<spells>mage hand, message, prestidigitation,detect magic,protection from evil and good,ray of sickness,shield,darkness,misty step</spells> <spells>mage hand,message,prestidigitation,detect magic,protection from evil and good,ray of sickness,darkness,misty steps</spells>
<environment>underdark</environment> <slots>4,2</slots>
<environment>underdark</environment>
</monster> </monster>
<monster>
<name>Master of Souls</name>
<size>M</size>
<type>humanoid (neutral evil)</type>
<speed>30 ft.</speed>
<ac>12</ac>
<cr>4</cr>
<str>10</str><dex>14</dex><con>17</con><wis>14</wis><int>19</int><cha>13</cha>
<passive>12</passive>
<hp>45 (6d8+18)</hp>
<languages>abyssal, common, infernal</languages>
<save>Wis +4</save>
<skill>Arcana +6,Religion +6</skill>
<trait>
<name>Source</name>
<text>Baldurs Gate Descent Into Avernus, p. 234</text>
</trait>
<trait>
<name>Grave Magic</name>
<text>When the master of souls cast a spell that deals damage, it can change the spell's damage type to necrotic.</text>
</trait>
<trait>
<name>Spellcasting</name>
<text>The master of souls is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): chill touch (see "Actions" below), mage hand, message, prestidigitation
1st level (4 slots): burning hands, detect magic, ray of sickness (see "Actions" below), shield
2nd level (3 slots): darkness, misty step, scorching ray (see "Actions" below)
3rd level (2 slots): animate dead, fireball</text>
</trait>
<action>
<name>Multiattack</name>
<text>The master of souls attacks twice with its flail.</text>
</action>
<action>
<name>Silver Skull Flail</name>
<text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage plus 14 (4d6) necrotic damage, and the target has disadvantage on all saving throws until the end of the master of souls' next turn.</text>
<attack>Skull Flail|2|1d8+4d6</attack>
</action>
<action>
<name>Chill Touch (Cantrip)</name>
<text>Ranged Spell Attack: +6 to hit, range 120 ft., one creature. Hit: 13 (2d8) necrotic damage, and the target can't regain hit points until the start of the master of souls' next turn. If the target is undead, it has disadvantage on attack rolls against the master of souls for the same duration.</text>
<attack>Chill Touch|6|2d8</attack>
</action>
<action>
<name>Ray of Sickness (1st-level Spell; Requires a Spell Slot)</name>
<text>Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 9 (2d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned until the end ofthe master of souls' next turn. Ifthe master ofsouls casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.</text>
<attack>Ray of Sickness|6|2d8</attack>
</action>
<action>
<name>Scorching Ray (2nd-level Spell; Requires a Spell Slot)</name>
<text>Ranged Spell Attack: +6 to hit, range 120 ft., one target per ray (3 rays if a 2nd-level spell slot is used, 4 rays if a 3rd-level spell slot is used). Hit: 7 (2d6) fire damage per ray.</text>
<attack>Scorching Ray|6|2d6</attack>
</action>
<spells>chill touch,mage hand,message,prestidigitation,burning hands,detect magic,ray of sickness,shield,darkness,misty step,scorching ray,animate dead,fireball</spells>
<slots>4,3,2</slots>
<environment>underdark</environment>
</monster>
<monster>
<name>Fiendish Flesh Golem</name>
<size>L</size>
<type>construct (unaligned)</type>
<speed>30 ft., fly 30 ft. (Hover)</speed>
<ac>12 (natural armor)</ac>
<cr>8</cr>
<str>20</str><dex>9</dex><con>20</con><wis>10</wis><int>7</int><cha>5</cha>
<passive>10</passive>
<hp>210 (20d10+100)</hp>
<resist>Cold, fire</resist>
<immune>lightning, poison, bludgeoning, piercing, sand slashing from non-magical attacks that aren't adamantine or silvered</immune>
<conditionImmune>charmed, exhaustion, frightened, paralysed, petrified, poisoned</conditionImmune>
<senses>Darkvision 60 ft.</senses>
<languages>Understands the languages of its creator but cant speak.</languages>
<trait>
<name>Source</name>
<text>Baldur's Gate Descent Into Avernus, p. 236.</text>
</trait>
<trait>
<name>Berserk</name>
<text>Whenever the golem starts its turn with 100 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. If the golem's creator is within 60 feet of the berserk golem, the creator can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 100 hit points or fewer, the golem might go berserk again.</text>
</trait>
<trait>
<name>Immutable Form</name>
<text>The golem is immune to any spell or effect that would alter its form.</text>
</trait>
<trait>
<name>Lightning Absorption</name>
<text>Whenever the golem is subjected to lightning damage, it takes no damage and instead gains a number of hit points equal to the lightning damage dealt.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The golem has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Magic Weapons</name>
<text>The golem's weapon attacks are magical.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The golem makes two slam attacks. </text>
</action>
<action>
<name>Slam</name>
<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 16 (2d10+5) bludgeoning damage.</text>
<attack>Slam|8|2d10+5</attack>
</action>
<environment>underdark</environment>
</monster>
<monster>
<name>Hellwasp</name>
<size>L</size>
<type>fiend (lawful evil)</type>
<speed>10 ft., fly 60 ft. (Hover)</speed>
<ac>19 (natural armor)</ac>
<cr>5</cr>
<str>18</str><dex>15</dex><con>12</con><wis>10</wis><int>10</int><cha>7</cha>
<passive>10</passive>
<hp>52 (8d10+8)</hp>
<vulnerable>cold</vulnerable>
<immune>fire</immune>
<senses>darkvision 60 ft.</senses>
<languages>infernal, telepathy 300 ft. (with other hellwasps only)</languages>
<save>Dex +5, Wis +3</save>
<trait>
<name>Source</name>
<text>Baldur's Gate Descent Into Avernus, p. 236.</text>
</trait>
<trait>
<name>Magic Weapons</name>
<text>The hellwasp's weapon attacks are magical.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The hellwasp makes two attacks: one with its sting and one with its sword talons.</text>
</action>
<action>
<name>Sting</name>
<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit:8 (1d8 + 4) piercing damage plus 7 (2d6) fire damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is also paralyzed. The target can repeat the saving throw at the end ofeach of its turns, ending the effect on itself on a success.</text>
<attack>Sting|7|1d8+4+2d6</attack>
</action>
<action>
<name>Sword Talons</name>
<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 11 (2d6+4) piercing damage.</text>
<attack>Sword Talons|7|2d6+4</attack>
</action>
<environment>underdark</environment>
</monster>
</compendium> </compendium>