Update BaldursGateDescentIntoAvernus.xml

Adding more monsters
pull/20/head
Sash Man 2019-11-25 09:15:56 +00:00 committed by GitHub
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@ -14,7 +14,7 @@
<trait> <trait>
<text>Source: Baldurs Gate Descent into Avernus, p. 218</text> <text>Source: Baldurs Gate Descent into Avernus, p. 218</text>
</trait> </trait>
<trait> <trait>
<name>Jump</name> <name>Jump</name>
<text>If the Devil's Ride moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement.</text> <text>If the Devil's Ride moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement.</text>
</trait> </trait>
@ -32,7 +32,7 @@
</trait> </trait>
<environment>underdark</environment> <environment>underdark</environment>
</monster> </monster>
<monster> <monster>
<name>Tormenter</name> <name>Tormenter</name>
<size>H</size> <size>H</size>
@ -44,7 +44,7 @@
<conditionImmune>blinded, charmed, deafened, frightened, paralysed, petrified, poisoned, stunned, unconcious</conditionImmune> <conditionImmune>blinded, charmed, deafened, frightened, paralysed, petrified, poisoned, stunned, unconcious</conditionImmune>
<trait> <trait>
<text>Source: Baldurs Gate Descent into Avernus, p. 218</text> <text>Source: Baldurs Gate Descent into Avernus, p. 218</text>
</trait> </trait>
<trait> <trait>
<name>Prone Deficiency</name> <name>Prone Deficiency</name>
<text>If the Tormentor rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.</text> <text>If the Tormentor rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.</text>
@ -78,7 +78,7 @@
</reaction> </reaction>
<environment>underdark</environment> <environment>underdark</environment>
</monster> </monster>
<monster> <monster>
<name>Demon Grinder</name> <name>Demon Grinder</name>
<size>G</size> <size>G</size>
@ -91,7 +91,7 @@
<conditionImmune>blinded, charmed, deafened, frightened, paralysed, petrified, poisoned, stunned, unconcious</conditionImmune> <conditionImmune>blinded, charmed, deafened, frightened, paralysed, petrified, poisoned, stunned, unconcious</conditionImmune>
<trait> <trait>
<text>Source: Baldurs Gate Descent into Avernus, p. 218</text> <text>Source: Baldurs Gate Descent into Avernus, p. 218</text>
</trait> </trait>
<action> <action>
<name>Crushing Wheels</name> <name>Crushing Wheels</name>
<text>The Demon Grinder can move through the space ofany Large or smaller creature. When it does, the creature must succeed on a DC 11 Dexterity saving throw or take 22 (4d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 22 (4dl0) bludgeoning damage. This trait can't be used against a particular creature more than once each turn.</text> <text>The Demon Grinder can move through the space ofany Large or smaller creature. When it does, the creature must succeed on a DC 11 Dexterity saving throw or take 22 (4d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 22 (4dl0) bludgeoning damage. This trait can't be used against a particular creature more than once each turn.</text>
@ -268,7 +268,7 @@
<magic>YES</magic> <magic>YES</magic>
<ac>18</ac> <ac>18</ac>
<text>You gain +2 bonus to AC and resistance to poison damage while you wear this armor. In addition, you gain advantage on ability checks and saving throws made to avoid or end grappled condition on yourself.</text> <text>You gain +2 bonus to AC and resistance to poison damage while you wear this armor. In addition, you gain advantage on ability checks and saving throws made to avoid or end grappled condition on yourself.</text>
<text /> <text />
<text>Source: Baldur's Gate Descent into Avernus, p. 224</text> <text>Source: Baldur's Gate Descent into Avernus, p. 224</text>
<modifier category="bonus">ac +2</modifier> <modifier category="bonus">ac +2</modifier>
</item> </item>
@ -324,7 +324,7 @@
• Truesight. Your eyes become luminous pools of silver. You can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a creature that is transformed by magic, and see into the Ethereal Plane, all within 60 feet.</text> • Truesight. Your eyes become luminous pools of silver. You can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a creature that is transformed by magic, and see into the Ethereal Plane, all within 60 feet.</text>
<text>New Personality. You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond or flaw.</text> <text>New Personality. You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond or flaw.</text>
<text>Personality Traits: <text>Personality Traits:
d8 Personality Trait d8 Personality Trait
1 treat all beings, even enemies, with respect. 1 treat all beings, even enemies, with respect.
2 I won't tell a lie. 2 I won't tell a lie.
@ -335,7 +335,7 @@
7 My praise and trust are earned and never given freely. 7 My praise and trust are earned and never given freely.
8 I like everything clean and organized.</text> 8 I like everything clean and organized.</text>
<text>Ideals: <text>Ideals:
d6 Ideal d6 Ideal
1 Charity. I always help those in need. (Good) 1 Charity. I always help those in need. (Good)
2 Faith. I choose to follow the tenets of a particular law- ful good deity to the letter. (Lawful) 2 Faith. I choose to follow the tenets of a particular law- ful good deity to the letter. (Lawful)
@ -343,21 +343,21 @@
4 Respect. All people deserve to be treated with dignity. (Good) 4 Respect. All people deserve to be treated with dignity. (Good)
5 Honor. The way I conduct myself determines my reward in the afterlife. (Lawful) 5 Honor. The way I conduct myself determines my reward in the afterlife. (Lawful)
6 Redemption. All creatures are capable of change for the better. (Good)</text> 6 Redemption. All creatures are capable of change for the better. (Good)</text>
<text>Bonds: <text>Bonds:
d6 Bond d6 Bond
1 I have a favorite religious hymn that I constantly hum. 1 I have a favorite religious hymn that I constantly hum.
2 I must keep a written record of my beliefs and the sins that I witness. When finished, this book will be my gift to the multiverse. 2 I must keep a written record of my beliefs and the sins that I witness. When finished, this book will be my gift to the multiverse.
3 I have cherished memories ofldyllglen, though I've only seen this bucolic town in dreams. 3 I have cherished memories ofldyllglen, though I've only seen this bucolic town in dreams.
4 I would die for those who fight beside me, regardless of their faults. 4 I would die for those who fight beside me, regardless of their faults.
5 I seek to honor the angel Zariel by destroying fiends and other evildoers wherever I find them. 5 I seek to honor the angel Zariel by destroying fiends and other evildoers wherever I find them.
6 The Sword of Zariel has chosen me. I shall not fail to wield it justly.</text> 6 The Sword of Zariel has chosen me. I shall not fail to wield it justly.</text>
<text>Flaws: <text>Flaws:
d6 Flaws d6 Flaws
1 I am too quick to judge others. 1 I am too quick to judge others.
2 I offer forgiveness too readily. 2 I offer forgiveness too readily.
3 I will sacrifice innocent lives for the greater good. 3 I will sacrifice innocent lives for the greater good.
4 Flaw? What flaw? I am flawless. Utter perfection! 4 Flaw? What flaw? I am flawless. Utter perfection!
5 I allow nothing to stand in the way of my crusade to eradicate evi l from the multiverse. 5 I allow nothing to stand in the way of my crusade to eradicate evi l from the multiverse.
6 I ignore those who do not support my plans, for my calling is higher than all others.</text> 6 I ignore those who do not support my plans, for my calling is higher than all others.</text>
@ -376,7 +376,7 @@
<text /> <text />
<text>Destroying the Sword. Zariel can destroy the sword simply by grasping it. She couldn't bring herself to do so when she was an angel, but as an archdevil she has no compunction about ridding the multiverse of the weapon. The sword is also destroyed if it's used to shatter the Companion (see "Shattering the Companion," page 154), unless the blade is wielded by an angel of challenge rating 15 or higher, or a good-aligned cleric or paladin of at least 10th level. <text>Destroying the Sword. Zariel can destroy the sword simply by grasping it. She couldn't bring herself to do so when she was an angel, but as an archdevil she has no compunction about ridding the multiverse of the weapon. The sword is also destroyed if it's used to shatter the Companion (see "Shattering the Companion," page 154), unless the blade is wielded by an angel of challenge rating 15 or higher, or a good-aligned cleric or paladin of at least 10th level.
If Zariel is killed for good (that is, if she dies in the Nine Hells), the sword becomes no harder to destroy than a normal longsword.</text> If Zariel is killed for good (that is, if she dies in the Nine Hells), the sword becomes no harder to destroy than a normal longsword.</text>
<text>Source: Baldur's Gate Descent into Avernus, p. 226</text> <text>Source: Baldur's Gate Descent into Avernus, p. 226</text>
<dmg1>1d8</dmg1> <dmg1>1d8</dmg1>
<dmg2>1d10</dmg2> <dmg2>1d10</dmg2>
<dmgType>S</dmgType> <dmgType>S</dmgType>
@ -581,6 +581,7 @@ 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>
@ -599,7 +600,7 @@ Cantrips (at will): guidance, sacred flame, thaumaturgy
<trait> <trait>
<name>Source</name> <name>Source</name>
<text>Baldurs 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 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>
@ -626,4 +627,112 @@ Cantrips (at will): guidance, sacred flame, thaumaturgy
<environment>underdark</environment> <environment>underdark</environment>
</monster> </monster>
<monster>
<name>Death's Head of Bhaal</name>
<size>M</size>
<type>humanoid (chaotic evil)</type>
<speed>50</speed>
<ac>15</ac>
<cr>5</cr><str>20</str><dex>20</dex><con>20</con><wis>13</wis><int>14</int><cha>16</cha>
<passive>14</passive>
<hp>76 (8d8+40)</hp>
<senses>darkvision 60 ft.</senses>
<languages>common</languages>
<skill>Intimidation +6,Perception +4,Persuasion +6</skill>
<trait>
<name>Source</name>
<text>Baldur's Gate Descent Into Avernus, p. 233</text>
</trait>
<trait>
<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>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The death's head has advantage on saving throws against spells and other magical effects.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The death's head uses Stunning Gaze and makes two dagger attacks.</text>
</action>
<action>
<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>
<attack>Dagger|7|1d4+5</attack>
</action>
<action>
<name>Stunning Gaze</name>
<text>The death's head targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be stunned until the end of its next turn.</text>
</action>
<reaction>
<name>Unstoppable (3/Day)</name>
<text>The death's head reduces the damage it takes from an attack to 0.</text>
</reaction>
<environment>underdark</environment>
</monster>
<monster>
<name>Necromite of Myrkul</name>
<size>M</size>
<type>humanoid (neutral evil)</type>
<speed>30 ft.</speed>
<ac>11</ac>
<cr>1/2</cr>
<str>10</str><dex>13</dex><con>15</con><wis>11</wis><int>16</int><cha>10</cha>
<passive>10</passive>
<hp>13 (2d8+4)</hp>
<languages>abyssal, common, infernal</languages>
<skill>Arcana +5,Religion +5</skill>
<trait>
<name>Source</name>
<text>Baldur's Gate Descent Into Avernus, p. 234</text>
</trait>
<action>
<name>Skull Flail</name>
<text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit 4 (1d8) bludgeoning damage.</text>
<attack>Skull Flail|2|1d8</attack>
</action>
</monster>
<monster>
<name>Skull Lasher of Myrkul</name>
<size>M</size>
<type>humanoid (neutral evil)</type>
<speed>30 ft.</speed>
<ac>12</ac>
<cr>1</cr>
<str>10</str><dex>14</dex><con>15</con><wis>13</wis><int>16</int><cha>10</cha>
<passive>11</passive>
<languages>abyssal, common, infernal</languages>
<save>Wis +5</save>
<skill>Arcana +5,Religion +5</skill>
<trait>
<name>Source</name>
<text>Baldur's Gate Descent Into Avernus, p. 234</text>
</trait>
<trait>
<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:
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
2nd level (2 slots): darkness, misty step </text>
</trait>
<action>
<name>Multiattack</name>
<text>The skull lasher makes two attacks with its flail. </text>
</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>
<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>
</action>
<spells>mage hand, message, prestidigitation,detect magic,protection from evil and good,ray of sickness,shield,darkness,misty step</spells>
<environment>underdark</environment>
</monster>
</compendium> </compendium>