feature: Add Everything collection for new XML format

- Restructured source files
- Added new sources
- Updated README
This commit is contained in:
Chris Jennewein
2020-11-02 08:50:22 -07:00
parent 6bc849a953
commit 7f8e28db4e
123 changed files with 215815 additions and 134 deletions

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<monster>
<name>Homarid</name>
<size>M</size>
<type>monstrosity</type>
<alignment>Chaotic Evil</alignment>
<ac>14 (natural armor)</ac>
<hp>44 (8d8+8)</hp>
<speed>walk 20 ft., swim 30 ft.</speed>
<str>13</str>
<dex>8</dex>
<con>13</con>
<int>9</int>
<wis>14</wis>
<cha>10</cha>
<save></save>
<skill>Perception +4, Stealth +3</skill>
<passive>14</passive>
<languages>Homarid</languages>
<cr>1</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Amphibious</name>
<text>The homarid can breathe air and water.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The homarid makes two claw attacks.</text>
</action>
<action>
<name>Claw</name>
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage, and the target is grappled (escape DC 11). The homarid has two claws, each of which can grapple only one target.</text>
<attack>Claw|+3|1d8+1</attack>
</action>
<description>
Source: Plane Shift: Dominaria p. 15</description>
<environment></environment>
</monster>
<monster>
<name>Kavu Predator</name>
<size>L</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>15 (natural armor)</ac>
<hp>75 (10d10+20)</hp>
<speed>walk 30 ft., climb 30 ft.</speed>
<str>18</str>
<dex>12</dex>
<con>15</con>
<int>6</int>
<wis>14</wis>
<cha>8</cha>
<save></save>
<skill>Perception +4, Stealth +5</skill>
<passive>14</passive>
<languages>understands Elvish</languages>
<cr>2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Pounce</name>
<text>If the kavu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the kavu can make one bite attack against it as a bonus action.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The kavu makes two claw attacks.</text>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (1d10 + 4) piercing damage.</text>
<attack>Bite|+6|1d10+4</attack>
</action>
<action>
<name>Claw</name>
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage.</text>
<attack>Claw|+6|1d6+4</attack>
</action>
<description>
Source: Plane Shift: Dominaria p. 24</description>
<environment></environment>
</monster>
<monster>
<name>Steel Leaf Kavu</name>
<size>L</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>16 (natural armor)</ac>
<hp>142 (15d10+60)</hp>
<speed>walk 40 ft.</speed>
<str>20</str>
<dex>12</dex>
<con>18</con>
<int>6</int>
<wis>14</wis>
<cha>8</cha>
<save></save>
<skill>Perception +4</skill>
<passive>14</passive>
<languages>understands Elvish</languages>
<cr>4</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Raking Charge</name>
<text>If the kavu moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the kavu can make one rend attack against it as a bonus action.</text>
</trait>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (2d8 + 5) piercing damage.</text>
<attack>Bite|+7|2d8+5</attack>
</action>
<action>
<name>Rend</name>
<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one prone creature. 23 (4d8 + 5) slashing damage.</text>
<attack>Rend|+7|4d8+5</attack>
</action>
<description>
Source: Plane Shift: Dominaria p. 24</description>
<environment></environment>
</monster>
<monster>
<name>Zombie Horse</name>
<size>L</size>
<type>undead</type>
<alignment>Neutral Evil</alignment>
<ac>8</ac>
<hp>22 (3d8+9)</hp>
<speed>walk 20 ft.</speed>
<str>13</str>
<dex>6</dex>
<con>16</con>
<int>3</int>
<wis>6</wis>
<cha>5</cha>
<save>Wis +0</save>
<skill></skill>
<passive>8</passive>
<languages>understands all languages it spoke in life but can't speak</languages>
<cr>1/4</cr>
<resist></resist>
<immune>poison</immune>
<vulnerable></vulnerable>
<conditionImmune>poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Undead Fortitude</name>
<text>If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.</text>
</trait>
<action>
<name>Slam</name>
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage.</text>
<attack>Slam|+3|1d6+1</attack>
</action>
<description>
Source: Plane Shift: Dominaria p. 17</description>
<environment>urban</environment>
</monster>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<monster>
<name>Creepy Doll</name>
<size>T</size>
<type>construct</type>
<alignment>Lawful Evil</alignment>
<ac>12</ac>
<hp>21 (6d4+6)</hp>
<speed>walk 40 ft.</speed>
<str>6</str>
<dex>14</dex>
<con>13</con>
<int>12</int>
<wis>11</wis>
<cha>10</cha>
<save></save>
<skill>Stealth +4</skill>
<passive>10</passive>
<languages>speaks and understands the languages known by its creator</languages>
<cr>2</cr>
<resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
<immune>poison</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened, paralyzed</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>False Appearance</name>
<text>While the creepy doll remains motionless, it is indistinguishable from an ordinary, inanimate doll.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The creepy doll makes one attack with its scissors and uses Psychic Assault.</text>
</action>
<action>
<name>Scissors</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage.</text>
<attack>Scissors|+4|2d4+2</attack>
</action>
<action>
<name>Psychic Assault</name>
<text>The creepy doll targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw or take 11 (2d10) psychic damage. Also on a failure, roll 3d6. If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence, as from the greater restoration spell or similar magic.</text>
<attack>Psychic Assault||2d10</attack>
</action>
<action>
<name>Body Exchange</name>
<text>The creepy doll initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it. If it wins the contest, the creepy doll's spirit inhabits the target's body while the target's spirit is placed into the creepy doll's body. The creepy doll controls the target's body completely. It retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The target retains its alignment, Intelligence, Wisdom, and Charisma while inhabiting the creepy doll's body.</text>
<text>The body exchange lasts until the doll's spirit is forced out by magic. (The dispel evil and good spell will accomplish this, though the doll is not one of the creature types whose possession that spell normally ends.) The body and the doll must be within 5 feet of each other for such an effect to work. The target is immune to this doll's Body Exchange for 24 hours after winning the Intelligence contest or after the exchange ends.</text>
</action>
<description>
Source: Plane Shift: Innistrad p. 25</description>
<environment></environment>
</monster>
<monster>
<name>Demonlord of Ashmouth</name>
<size>L</size>
<type>fiend (demon)</type>
<alignment>Lawful Evil</alignment>
<ac>18 (natural armor)</ac>
<hp>178 (17d10+85)</hp>
<speed>walk 20 ft., fly 60 ft.</speed>
<str>22</str>
<dex>17</dex>
<con>21</con>
<int>12</int>
<wis>16</wis>
<cha>17</cha>
<save>Str +10, Dex +7, Wis +7, Cha +7</save>
<skill></skill>
<passive>13</passive>
<languages>Infernal, telepathy 120 ft.</languages>
<cr>11</cr>
<resist>cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
<immune>fire, poison</immune>
<vulnerable></vulnerable>
<conditionImmune>poisoned</conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Devil's Sight</name>
<text>Magical darkness doesn't impede the demon's darkvision.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The demon has advantage on saving throws against spells and other magical effects.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The demon makes three melee attacks: two with its battleaxe and one with its tail. It can use Hurl Flame in place of any melee attack.</text>
</action>
<action>
<name>Battleaxe</name>
<text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 15 (2d8 + 6) slashing damage, or 17 (2d10 + 6) slashing damage if used with two hands.</text>
<attack>Battleaxe|+10|2d8+6</attack>
</action>
<action>
<name>Tail</name>
<text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the demon hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.</text>
<attack>Tail|+10|1d8+6</attack>
<attack>Tail||3d6</attack>
</action>
<action>
<name>Hurl Flame</name>
<text>Ranged Spell Attack: +7 to hit, range 150 ft., one target. 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.</text>
<attack>Hurl Flame|+7|4d6</attack>
</action>
<description>
Source: Plane Shift: Innistrad p. 37</description>
<environment></environment>
</monster>
<monster>
<name>Flight Alabaster Angel</name>
<size>M</size>
<type>celestial</type>
<alignment>Lawful Good</alignment>
<ac>17 (natural armor)</ac>
<hp>136 (16d8+64)</hp>
<speed>walk 30 ft., fly 90 ft.</speed>
<str>18</str>
<dex>18</dex>
<con>18</con>
<int>17</int>
<wis>20</wis>
<cha>20</cha>
<save>Wis +9, Cha +9</save>
<skill>Insight +9, Perception +9</skill>
<passive>19</passive>
<languages>all, telepathy 120 ft.</languages>
<cr>10</cr>
<resist>radiant; bludgeoning, piercing, slashing from nonmagical attacks</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened</conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Angelic Weapons</name>
<text>The angel's weapon attacks are magical. When the angel hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The angel has advantage on saving throws against spells and other magical effects.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The angel makes two melee attacks.</text>
</action>
<action>
<name>Mace</name>
<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.</text>
<attack>Mace|+8|1d6+4</attack>
</action>
<action>
<name>Healing Touch (3/Day)</name>
<text>The angel touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.</text>
</action>
<action>
<name>Change Shape</name>
<text>The angel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the angel's choice).</text>
<text>In a new form, the angel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.</text>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>The angel's spellcasting ability is Charisma (spell save DC 17). The angel can innately cast the following spells, requiring only verbal components:</text>
<text>At will: detect evil and good, protection from evil and good</text>
<text>1/day each: commune, raise dead</text>
</trait>
<spells>detect evil and good, protection from evil and good, commune, raise dead</spells>
<description>
Source: Plane Shift: Innistrad p. 26</description>
<environment></environment>
</monster>
<monster>
<name>Flight Goldnight Angel</name>
<size>M</size>
<type>celestial</type>
<alignment>Lawful Good</alignment>
<ac>17 (natural armor)</ac>
<hp>136 (16d8+64)</hp>
<speed>walk 30 ft., fly 90 ft.</speed>
<str>18</str>
<dex>18</dex>
<con>18</con>
<int>17</int>
<wis>20</wis>
<cha>20</cha>
<save>Wis +9, Cha +9</save>
<skill>Insight +9, Perception +9</skill>
<passive>19</passive>
<languages>all, telepathy 120 ft.</languages>
<cr>10</cr>
<resist>radiant; bludgeoning, piercing, slashing from nonmagical attacks</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened</conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Angelic Weapons</name>
<text>The angel's weapon attacks are magical. When the angel hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The angel has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Goldnight Menace</name>
<text>As an action, an angel of Flight Goldnight can strike fear into the hearts of its enemies. Each creature of the angel's choice that is within 120 feet of it and is aware of it must succeed on a Wisdom saving throw or become frightened for 1 minute. The DC for this saving throw is the same as for the angel's Innate Spellcasting trait. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to that angel's Goldnight Menace for the next 24 hours.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The angel makes two melee attacks.</text>
</action>
<action>
<name>Mace</name>
<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.</text>
<attack>Mace|+8|1d6+4</attack>
</action>
<action>
<name>Healing Touch (3/Day)</name>
<text>The angel touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.</text>
</action>
<action>
<name>Change Shape</name>
<text>The angel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the angel's choice).</text>
<text>In a new form, the angel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.</text>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>The angel's spellcasting ability is Charisma (spell save DC 17). The angel can innately cast the following spells, requiring only verbal components:</text>
<text>At will: detect evil and good</text>
<text>1/day each: commune, raise dead</text>
</trait>
<spells>detect evil and good, commune, raise dead</spells>
<description>
Source: Plane Shift: Innistrad p. 26</description>
<environment></environment>
</monster>
<monster>
<name>Flight of Moonsilver Angel</name>
<size>M</size>
<type>celestial</type>
<alignment>Lawful Good</alignment>
<ac>17 (natural armor)</ac>
<hp>136 (16d8+64)</hp>
<speed>walk 30 ft., fly 90 ft.</speed>
<str>18</str>
<dex>18</dex>
<con>18</con>
<int>17</int>
<wis>20</wis>
<cha>20</cha>
<save>Wis +9, Cha +9</save>
<skill>Insight +9, Perception +9</skill>
<passive>19</passive>
<languages>all, telepathy 120 ft.</languages>
<cr>10</cr>
<resist>radiant; bludgeoning, piercing, slashing from nonmagical attacks</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened</conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Angelic Weapons</name>
<text>The angel's weapon attacks are magical. When the angel hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The angel has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Moonsilver Spear</name>
<text>An angel of the Flight of Moonsilver wields a spear made from a shard of the Helvault. Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when the angel hits a creature with an attack using this weapon, it can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time the angel has wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The angel makes two melee attacks.</text>
</action>
<action>
<name>Mace</name>
<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.</text>
<attack>Mace|+8|1d6+4</attack>
</action>
<action>
<name>Healing Touch (3/Day)</name>
<text>The angel touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.</text>
</action>
<action>
<name>Change Shape</name>
<text>The angel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the angel's choice).</text>
<text>In a new form, the angel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.</text>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>The angel's spellcasting ability is Charisma (spell save DC 17). The angel can innately cast the following spells, requiring only verbal components:</text>
<text>At will: detect evil and good</text>
<text>1/day each: commune, raise dead</text>
</trait>
<spells>detect evil and good, commune, raise dead</spells>
<description>
Source: Plane Shift: Innistrad p. 26</description>
<environment></environment>
</monster>
<monster>
<name>Geist</name>
<size>M</size>
<type>undead</type>
<alignment>Any alignment</alignment>
<ac>11</ac>
<hp>45 (10d8)</hp>
<speed>walk 0 ft., fly 40 ft.</speed>
<str>7</str>
<dex>13</dex>
<con>10</con>
<int>10</int>
<wis>12</wis>
<cha>17</cha>
<save></save>
<skill></skill>
<passive>11</passive>
<languages>any languages it knew in life</languages>
<cr>4</cr>
<resist>acid, fire, lightning, thunder, bludgeoning</resist>
<immune>cold, necrotic, poison</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened, grappled</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Ethereal Sight</name>
<text>The geist can see 60 feet into the Ethereal Plane when</text>
<text>it is on the Material Plane, and vice versa.</text>
</trait>
<trait>
<name>Incorporeal Movement</name>
<text>The geist can move through other creatures</text>
<text>and objects as if they were difficult terrain. It takes 5 (1d10) force</text>
<text>damage if it ends its turn inside an object.</text>
</trait>
<trait>
<name>Geist Powers</name>
<text>Geists are as varied as the humans they were in life. In addition to the traits and actions all geists possess, an individual geist might have any of the following special characteristics. </text>
</trait>
<trait>
<name>Geist Powers: Intangible Virtue</name>
<text>A living creature possessed by a white-aligned geist gains immunity to the charmed and frightened conditions, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. While the creature is possessed, the geist can allow it to take control of its body, but the geist can regain control at any time (no action required).</text>
</trait>
<trait>
<name>Geist Powers: Horrifying Visage</name>
<text>Black-aligned geists can make themselves terrible to behold, even when they are possessing the living. Each non-undead creature within 60 feet of the geist that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this geist's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.</text>
</trait>
<action>
<name>Withering Touch</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target 17 (4d6 + 3) necrotic damage.</text>
<attack>Withering Touch|+5|4d6+3</attack>
</action>
<action>
<name>Etherealness</name>
<text>The geist enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.</text>
</action>
<action>
<name>Possession (Recharge 6)</name>
<text>One creature that the geist can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the geist; the geist then disappears, and the target is incapacitated and loses control of its body. The geist now controls the body but doesn't deprive the target of awareness. The geist can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the geist ends it as a bonus action, or the geist is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the geist reappears in an unoccupied space within 5 feet of the body. The target is immune to this geist's Possession for 24 hours after succeeding on the saving throw or after the possession ends. The geist can instead target the corpse of a creature, effectively using its own life force to animate the corpse as a zombie. The animated corpse uses zombie statistics and returns to death if the geist ends the possession.</text>
</action>
<description>
Source: Plane Shift: Innistrad p. 19</description>
<environment></environment>
</monster>
<monster>
<name>Host of Herons Angel</name>
<size>M</size>
<type>celestial</type>
<alignment>Lawful Good</alignment>
<ac>17 (natural armor)</ac>
<hp>136 (16d8+64)</hp>
<speed>walk 30 ft., fly 90 ft.</speed>
<str>18</str>
<dex>18</dex>
<con>18</con>
<int>17</int>
<wis>20</wis>
<cha>20</cha>
<save>Wis +9, Cha +9</save>
<skill>Insight +9, Perception +9</skill>
<passive>19</passive>
<languages>all, telepathy 120 ft.</languages>
<cr>10</cr>
<resist>radiant; bludgeoning, piercing, slashing from nonmagical attacks</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened</conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Angelic Weapons</name>
<text>The angel's weapon attacks are magical. When the angel hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The angel has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Heron Protection</name>
<text>Whenever an angel of the Host of Herons or a friendly creature within 10 feet of it makes a saving throw, the creature gains a bonus to the saving throw equal to the angel's Charisma modifier. The angel must be conscious to receive or grant this bonus.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The angel makes two melee attacks.</text>
</action>
<action>
<name>Mace</name>
<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.</text>
<attack>Mace|+8|1d6+4</attack>
</action>
<action>
<name>Healing Touch (3/Day)</name>
<text>The angel touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.</text>
</action>
<action>
<name>Change Shape</name>
<text>The angel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the angel's choice).</text>
<text>In a new form, the angel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.</text>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>The angel's spellcasting ability is Charisma (spell save DC 17). The angel can innately cast the following spells, requiring only verbal components:</text>
<text>At will: detect evil and good</text>
<text>1/day each: commune, raise dead</text>
</trait>
<spells>detect evil and good, commune, raise dead</spells>
<description>
Source: Plane Shift: Innistrad p. 26</description>
<environment></environment>
</monster>
<monster>
<name>Keeper of the Feather</name>
<size>M</size>
<type>humanoid (human, shapechanger)</type>
<alignment>Lawful Good</alignment>
<ac>12</ac>
<hp>31 (7d8)</hp>
<speed>walk 30 ft.</speed>
<str>10</str>
<dex>15</dex>
<con>11</con>
<int>13</int>
<wis>15</wis>
<cha>14</cha>
<save></save>
<skill>Insight +4, Perception +6</skill>
<passive>16</passive>
<languages>Common (can't speak in raven form)</languages>
<cr>2</cr>
<resist></resist>
<immune>bludgeoning, piercing, slashing from nonmagical attacks not made with silvered weapons</immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Shapechanger</name>
<text>The keeper can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its human form if it dies.</text>
</trait>
<trait>
<name>Mimicry</name>
<text>The keeper can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.</text>
</trait>
<action>
<name>Multiattack (Human or Hybrid Form Only)</name>
<text>The keeper makes two weapon attacks, one of which can be with its hand crossbow.</text>
</action>
<action>
<name>Beak (Raven or Hybrid Form Only)</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 1 piercing damage in raven form, or 4 (1d4 + 2) piercing damage in hybrid form.</text>
<attack>Beak (Raven or Hybrid Form Only)|+4|1d4+2</attack>
</action>
<action>
<name>Shortsword (Human or Hybrid Form Only)</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Shortsword (Human or Hybrid Form Only)|+4|1d6+2</attack>
</action>
<action>
<name>Hand Crossbow (Human or Hybrid Form Only)</name>
<text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Hand Crossbow (Human or Hybrid Form Only)|+4|1d6+2</attack>
</action>
<description>
Source: Plane Shift: Innistrad p. 40</description>
<environment></environment>
</monster>
<monster>
<name>Skaab</name>
<size>M</size>
<type>construct</type>
<alignment>Neutral</alignment>
<ac>9</ac>
<hp>93 (11d8+44)</hp>
<speed>walk 30 ft.</speed>
<str>19</str>
<dex>9</dex>
<con>18</con>
<int>6</int>
<wis>10</wis>
<cha>5</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>understands the languages of its creator but can't speak</languages>
<cr>5</cr>
<resist></resist>
<immune>lightning, poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Berserk</name>
<text>Whenever the golem starts its turn with 40 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.</text>
<text>The golem's creator, if within 60 feet of the berserk golem, 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 40 hit points or fewer, the golem might go berserk again.</text>
</trait>
<trait>
<name>Aversion of Fire</name>
<text>If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.</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 regains 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>
<trait>
<name>Skaab Characteristics</name>
<text>The most basic skaabs are simply flesh golems, as described in the Monster Manual. But the aspiration of every skaberen is to produce a truly unique masterpiece, a goal that might see a stitcher create golems with one of the following special characteristics.</text>
</trait>
<trait>
<name>Skaab Characteristic: Armor Plating</name>
<text>Increase the skaab's Armor Class to 14 and increase its challenge rating to 6 (2,300 XP).</text>
</trait>
<trait>
<name>Skaab Characteristic: Six Arms</name>
<text>The skaab's multiattack action allows it to make three slam attacks. Increase its challenge rating to 6 (2,300 XP).</text>
</trait>
<trait>
<name>Skaab Characteristic: Three Heads</name>
<text>The skaab has advantage on Wisdom (Perception) checks and on saving throws against being blinded, deafened, stunned, and knocked unconscious. (Its challenge rating doesn't change.)</text>
</trait>
<trait>
<name>Skaab Characteristic: Skaab Goliath</name>
<text>This skaab has three heads, six arms, and armor plating. Increase its challenge rating to 7 (2,900 XP).</text>
</trait>
<trait>
<name>Skaab Characteristic: Winged Skaab</name>
<text>The skaab has a flying speed of 30 feet.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The golem makes two slam attacks.</text>
</action>
<action>
<name>Slam</name>
<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage.</text>
<attack>Slam|+7|2d8+4</attack>
</action>
<description>
Source: Plane Shift: Innistrad p. 20</description>
<environment></environment>
</monster>
<monster>
<name>Vampire Neonate</name>
<size>M</size>
<type>undead</type>
<alignment>Neutral Evil</alignment>
<ac>15 (natural armor)</ac>
<hp>82 (11d8+33)</hp>
<speed>walk 30 ft.</speed>
<str>16</str>
<dex>16</dex>
<con>16</con>
<int>11</int>
<wis>10</wis>
<cha>12</cha>
<save>Dex +6, Wis +3</save>
<skill>Perception +3, Stealth +6</skill>
<passive>13</passive>
<languages>Common</languages>
<cr>5</cr>
<resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks not made with living wood weapons</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Regeneration</name>
<text>The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The vampire makes two attacks, only one of which can be a bite attack.</text>
</action>
<action>
<name>Claws</name>
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).</text>
<attack>Claws|+6|2d4+3</attack>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. 6 (1d6 + 3) 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 this effect reduces its hit point maximum to 0.</text>
<attack>Bite|+6|1d6+3</attack>
</action>
<action>
<name>Vampiric Glamer</name>
<text>The vampire obscures its form with mind-affecting magic that makes others perceive it as a beautiful human of the same size and shape. The illusion ends if the vampire takes a bonus action to end it or if the vampire dies. A creature that can see the vampire can take an action to visually inspect it, ending the mental effect on itself and seeing the vampire's true form with a successful DC 20 Wisdom (Perception) check.</text>
</action>
<action>
<name>Aura of Silence</name>
<text>The vampire shrouds itself in a cloak of silence to a radius of 2 feet. Within that radius, the effect is the same as the silence spell.</text>
</action>
<action>
<name>Variant: Elder Vampires</name>
<text>The basic vampire statistics represent a "neonate"—a newly spawned vampire. Older vampires can learn powerful magic of many different kinds, and might have any of the following traits and abilities.</text>
<text>Shapechanger. The vampire has the Shapechanger trait of the vampire in the Monster Manual, as well as the shapechanger tag. Some vampires can turn into bat form, some can assume mist form, and a few can choose either form.</text>
<text>Charm. The vampire has the Charm action of the vampire in the Monster Manual.</text>
<text>Flight. The vampire has a flying speed of 30 feet.</text>
<text>Gorger. The vampire has advantage on melee attack rolls, but attack rolls against it have advantage.</text>
<text>Spellcasting. The vampire has the spellcasting abilities of a wizard or cleric.</text>
</action>
<description>
Source: Plane Shift: Innistrad p. 17</description>
<environment></environment>
</monster>
<monster>
<name>Werewolf (Krallenhorde)</name>
<size>M</size>
<type>humanoid (human, shapechanger)</type>
<alignment>Chaotic Evil</alignment>
<ac>11 (in humanoid form, 12 (natural armor) in canid form)</ac>
<hp>58 (9d8+18)</hp>
<speed>walk 30 ft.</speed>
<str>15</str>
<dex>13</dex>
<con>14</con>
<int>10</int>
<wis>11</wis>
<cha>10</cha>
<save></save>
<skill>Perception +4, Stealth +3</skill>
<passive>14</passive>
<languages>Common (can't speak in canid form)</languages>
<cr>3</cr>
<resist></resist>
<immune>bludgeoning, piercing, slashing from nonmagical attacks not made with silvered weapons</immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Shapechanger</name>
<text>The werewolf polymorphs into a wolf-humanoid canid form, or back into its true human form. This change is dictated by the moon, but can also be induced by trauma or strong emotion. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.</text>
</trait>
<trait>
<name>Keen Hearing and Smell</name>
<text>The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
</trait>
<trait>
<name>Howlpack: Vildin</name>
<text>Vildin Rampage (Canid Form Only). When the werewolf reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack.</text>
</trait>
<action>
<name>Multiattack (Canid Form Only)</name>
<text>The werewolf makes two attacks: one with its bite and one with its claws or spear.</text>
</action>
<action>
<name>Bite (Canid Form Only)</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage.</text>
<attack>Bite (Canid Form Only)|+4|1d8+2</attack>
</action>
<action>
<name>Claws (Canid Form Only)</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage.</text>
<attack>Claws (Canid Form Only)|+4|2d4+2</attack>
</action>
<action>
<name>Spear (Human Form Only)</name>
<text>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.</text>
<attack>Spear (Human Form Only)|+4|1d6+2</attack>
</action>
<action>
<name>Variant: Howlpack</name>
<text>The basic werewolf statistics represent a member of the Krallenhorde, Innistrad's largest howlpack. Werewolves of other packs might have additional abilities such as the following.</text>
</action>
<action>
<name>Variant: Mondronen</name>
<text>Mondronen Wounded Fury. While it has 10 hit points or fewer, the werewolf has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.</text>
</action>
<action>
<name>Variant: Leeraug</name>
<text>Leeraug Blood Frenzy. The werewolf has advantage on melee attack rolls against any creature that doesn't have all its hit points.</text>
</action>
<description>
Source: Plane Shift: Innistrad p. 15</description>
<environment></environment>
</monster>
<monster>
<name>Zombie Cat</name>
<size>T</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>12</ac>
<hp>2 (1d4)</hp>
<speed>walk 40 ft., climb 30 ft.</speed>
<str>3</str>
<dex>15</dex>
<con>10</con>
<int>3</int>
<wis>12</wis>
<cha>7</cha>
<save></save>
<skill>Perception +3, Stealth +4</skill>
<passive>13</passive>
<languages></languages>
<cr>0</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Keen Smell</name>
<text>The cat has advantage on Wisdom (Perception) checks that rely on smell.</text>
</trait>
<action>
<name>Claws</name>
<text>Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 1 slashing damage.</text>
</action>
<description>
Source: Plane Shift: Innistrad p. 17</description>
<environment>grassland, forest, urban, desert</environment>
</monster>
<monster>
<name>Zombie Rat</name>
<size>T</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>10</ac>
<hp>1 (1d4-1)</hp>
<speed>walk 20 ft.</speed>
<str>2</str>
<dex>11</dex>
<con>9</con>
<int>2</int>
<wis>10</wis>
<cha>4</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>0</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 30 ft.</senses>
<trait>
<name>Keen Smell</name>
<text>The rat has advantage on Wisdom (Perception) checks that rely on smell.</text>
</trait>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 1 piercing damage.</text>
</action>
<description>
Source: Plane Shift: Innistrad p. 17</description>
<environment>swamp, urban</environment>
</monster>
<monster>
<name>Zombie Snake</name>
<size>T</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>13</ac>
<hp>2 (1d4)</hp>
<speed>walk 30 ft., swim 30 ft.</speed>
<str>2</str>
<dex>16</dex>
<con>11</con>
<int>1</int>
<wis>10</wis>
<cha>3</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>1/8</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>blindsight 10 ft.</senses>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.</text>
<attack>Bite|+5|2d4</attack>
</action>
<description>
Source: Plane Shift: Innistrad p. 17</description>
<environment>grassland, forest, swamp, hill, desert, coastal</environment>
</monster>
</compendium>

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@@ -0,0 +1,112 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<monster>
<name>Gremlin</name>
<size>S</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>11</ac>
<hp>27 (5d8+5)</hp>
<speed>walk 40 ft.</speed>
<str>12</str>
<dex>13</dex>
<con>13</con>
<int>3</int>
<wis>13</wis>
<cha>6</cha>
<save></save>
<skill></skill>
<passive>11</passive>
<languages></languages>
<cr>1/2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Aether Scent</name>
<text>The gremlin can pinpoint, by scent, the location of refined or unrefined aether within 30 feet of it.</text>
</trait>
<action>
<name>Claws</name>
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage.</text>
<attack>Claws|+3|1d8+1</attack>
</action>
<action>
<name>Siphon</name>
<text>The gremlin drains aether from an aether-powered device it can see within 5 feet of it. If the object isn't being worn or carried, the touch automatically drains aether. If the object is being worn or carried by a creature, the creature must succeed on a DC 11 Dexterity saving throw to keep it out of the gremlin's reach.</text>
<text>If the aether-powered device grants any bonus (to attack rolls, damage rolls, Armor Class, and so on), that bonus is reduced by 1. If the device has charges, it loses 1 charge. Otherwise, it stops functioning for 1 round. Left unhindered, a gremlin can completely destroy an aether-powered device.</text>
</action>
<description>
Source: Plane Shift: Kaladesh p. 26</description>
<environment></environment>
</monster>
<monster>
<name>Servo</name>
<size>T</size>
<type>construct</type>
<alignment>Unaligned</alignment>
<ac>11 (natural armor)</ac>
<hp>10 (3d4+3)</hp>
<speed>walk 20 ft.</speed>
<str>4</str>
<dex>11</dex>
<con>12</con>
<int>3</int>
<wis>10</wis>
<cha>7</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>0</cr>
<resist></resist>
<immune>poison</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, poisoned</conditionImmune>
<senses></senses>
<action>
<name>Claw</name>
<text>Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 1 slashing damage.</text>
</action>
<description>
Source: Plane Shift: Kaladesh p. 32</description>
<environment></environment>
</monster>
<monster>
<name>Sky Leviathan</name>
<size>G</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>14 (natural armor)</ac>
<hp>247 (15d20+90)</hp>
<speed>fly 50 ft.</speed>
<str>28</str>
<dex>7</dex>
<con>22</con>
<int>1</int>
<wis>8</wis>
<cha>4</cha>
<save>Con +10, Wis +3</save>
<skill></skill>
<passive>9</passive>
<languages></languages>
<cr>10</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the leviathan. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the leviathan, and it takes 21 (6d6) acid damage at the start of each of the leviathan's turns.</text>
<attack>Bite|+9|3d8+9</attack>
<attack>Bite||6d6</attack>
<text>If the leviathan takes 30 damage or more on a single turn from a creature inside it, the leviathan 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 leviathan. If the leviathan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.</text>
</action>
<description>
Source: Plane Shift: Kaladesh p. 28</description>
<environment></environment>
</monster>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<monster>
<name>Chupacabra</name>
<size>M</size>
<type>monstrosity</type>
<alignment>Neutral Evil</alignment>
<ac>14 (natural armor)</ac>
<hp>45 (6d8+18)</hp>
<speed>walk 30 ft.</speed>
<str>15</str>
<dex>14</dex>
<con>16</con>
<int>6</int>
<wis>13</wis>
<cha>9</cha>
<save></save>
<skill>Perception +3, Stealth +4</skill>
<passive>13</passive>
<languages></languages>
<cr>3</cr>
<resist>bludgeoning, piercing, slashing from nonmagical weapons</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Sunlight Sensitivity</name>
<text>While in sunlight, the chupacabra has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
</trait>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.</text>
<attack>Bite|+4|2d4+2</attack>
</action>
<action>
<name>Drain Blood</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature that is prone, incapacitated, or restrained. 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the chupacabra regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.</text>
<attack>Drain Blood|+4|1d6+2</attack>
</action>
<reaction>
<name>Pin</name>
<text>If a creature within 5 feet of the chupacabra stands up, the chupacabra can use its reaction to make a bite attack.</text>
</reaction>
<description>
Source: Plane Shift: Ixalan p. 9</description>
<environment></environment>
</monster>
<monster>
<name>Elder Dinosaur</name>
<size>G</size>
<type>monstrosity (titan)</type>
<alignment>Unaligned</alignment>
<ac>25 (natural armor)</ac>
<hp>676 (33d20+330)</hp>
<speed>walk 40 ft.</speed>
<str>30</str>
<dex>11</dex>
<con>30</con>
<int>3</int>
<wis>11</wis>
<cha>11</cha>
<save>Int +5, Wis +9, Cha +9</save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>30</cr>
<resist></resist>
<immune>fire, poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, frightened, paralyzed, poisoned</conditionImmune>
<senses>blindsight 120 ft.</senses>
<trait>
<name>Legendary Resistance (3/Day)</name>
<text>If the elder dinosaur fails a saving throw, it can choose to succeed instead.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The elder dinosaur has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Siege Monster</name>
<text>The elder dinosaur deals double damage to objects and structures.</text>
</trait>
<trait>
<name>Uniqueness</name>
<text>These statistics are shared by all six elder dinosaurs: Elder Dinosaur (Etali, Primal Storm), Elder Dinosaur (Ghalta, Primal Hunger), Elder Dinosaur (Nezahal, Primal Tide), Elder Dinosaur (Tetzimoc, Primal Death), Elder Dinosaur (Zacama, Primal Calamity), Elder Dinosaur (Zetalpa, Primal Dawn)</text>
</trait>
<action>
<name>Frightful Presence</name>
<text>Each creature of the elder dinosaur's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself ona success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours.</text>
</action>
<action>
<name>Swallow</name>
<text>The elder dinosaur makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage, the target 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 elder dinosaur, and it takes 56 (16d6) acid damage at the start of each of the elder dinosaur's turns. If the elder dinosaur takes 60 damage or more on a single turn from a creature inside it, it must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If the elder dinosaur dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.</text>
</action>
<legendary>
<text>The monstrosity (titan) 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 (titan) regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Attack</name>
<text>The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack.</text>
</legendary>
<legendary>
<name>Move</name>
<text>The elder dinosaur moves up to half its speed.</text>
</legendary>
<legendary>
<name>Chomp (Costs 2 Actions)</name>
<text>The elder dinosaur makes one bite attack or uses its Swallow.</text>
</legendary>
<description>
Source: Plane Shift: Ixalan p. 33</description>
<environment></environment>
</monster>
<monster>
<name>Elder Dinosaur (Etali, Primal Storm)</name>
<size>G</size>
<type>monstrosity (titan)</type>
<alignment>Unaligned</alignment>
<ac>25 (natural armor)</ac>
<hp>676 (33d20+330)</hp>
<speed>walk 40 ft.</speed>
<str>30</str>
<dex>11</dex>
<con>30</con>
<int>3</int>
<wis>11</wis>
<cha>11</cha>
<save>Int +5, Wis +9, Cha +9</save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>30</cr>
<resist></resist>
<immune>fire, poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, frightened, paralyzed, poisoned</conditionImmune>
<senses>blindsight 120 ft.</senses>
<trait>
<name>Legendary Resistance (3/Day)</name>
<text>If the elder dinosaur fails a saving throw, it can choose to succeed instead.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The elder dinosaur has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Siege Monster</name>
<text>The elder dinosaur deals double damage to objects and structures.</text>
</trait>
<trait>
<name>Lightning Storm</name>
<text>The elder dinosaur is always accompanied by a raging thunderstorm similar to the effect of a call lightning spell. A storm cloud in the shape of a cylinder that is 10 feet tall with a 60-foot radius instantly forms 100 feet in the air over the elder dinosaur when it is angered or becomes violent, as long as it is outdoors. On each of its turns, as an action, the elder dinosaur can choose a point it can see within 120 feet of it. A bolt of lightning flashes down from the cloud to that point. Each creature within 10 feet of that point must make a DC 20 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The elder dinosaur can use its Frightful Presence and call down two lightning strikes from its Lightning Storm. It then makes three attacks: one with its bite and two with its claws.</text>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the elder dinosaur can't bite another target.</text>
<attack>Bite|+19|4d12+10</attack>
</action>
<action>
<name>Claw</name>
<text>Melee Weapon Attack: +19 to hit, reach 15 ft., one target. 28 (4d8 + 10) slashing damage.</text>
<attack>Claw|+19|4d8+10</attack>
</action>
<action>
<name>Frightful Presence</name>
<text>Each creature of the elder dinosaur's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself ona success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours.</text>
</action>
<action>
<name>Swallow</name>
<text>The elder dinosaur makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage, the target 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 elder dinosaur, and it takes 56 (16d6) acid damage at the start of each of the elder dinosaur's turns. If the elder dinosaur takes 60 damage or more on a single turn from a creature inside it, it must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If the elder dinosaur dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.</text>
</action>
<legendary>
<text>The monstrosity (titan) 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 (titan) regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Attack</name>
<text>The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack.</text>
</legendary>
<legendary>
<name>Move</name>
<text>The elder dinosaur moves up to half its speed.</text>
</legendary>
<legendary>
<name>Chomp (Costs 2 Actions)</name>
<text>The elder dinosaur makes one bite attack or uses its Swallow.</text>
</legendary>
<description>
Source: Plane Shift: Ixalan p. 33</description>
<environment></environment>
</monster>
<monster>
<name>Elder Dinosaur (Ghalta, Primal Hunger)</name>
<size>G</size>
<type>monstrosity (titan)</type>
<alignment>Unaligned</alignment>
<ac>25 (natural armor)</ac>
<hp>676 (33d20+330)</hp>
<speed>walk 40 ft.</speed>
<str>30</str>
<dex>11</dex>
<con>30</con>
<int>3</int>
<wis>11</wis>
<cha>11</cha>
<save>Int +5, Wis +9, Cha +9</save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>30</cr>
<resist></resist>
<immune>fire, poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, frightened, paralyzed, poisoned</conditionImmune>
<senses>blindsight 120 ft.</senses>
<trait>
<name>Legendary Resistance (3/Day)</name>
<text>If the elder dinosaur fails a saving throw, it can choose to succeed instead.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The elder dinosaur has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Siege Monster</name>
<text>The elder dinosaur deals double damage to objects and structures.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The elder dinosaur can use its Frightful Presence. It then makes three attacks: one with its bite, one with its stomp, and one with its tail. It can use its Swallow instead of its bite.</text>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 62 (8d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the elder dinosaur can't bite another target.</text>
<attack>Bite|+19|8d12+10</attack>
</action>
<action>
<name>Stomp</name>
<text>Melee Weapon Attack: +19 to hit, reach 5 ft., one target. 46 (8d8 + 10) bludgeoning damage.</text>
<attack>Stomp|+19|8d8+10</attack>
</action>
<action>
<name>Tail</name>
<text>Melee Weapon Attack: +19 to hit, reach 20 ft., one target. 38 (8d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.</text>
<attack>Tail|+19|8d6+10</attack>
</action>
<action>
<name>Frightful Presence</name>
<text>Each creature of the elder dinosaur's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself ona success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours.</text>
</action>
<action>
<name>Swallow</name>
<text>The elder dinosaur makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage, the target 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 elder dinosaur, and it takes 56 (16d6) acid damage at the start of each of the elder dinosaur's turns. If the elder dinosaur takes 60 damage or more on a single turn from a creature inside it, it must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If the elder dinosaur dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.</text>
</action>
<legendary>
<text>The monstrosity (titan) 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 (titan) regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Attack</name>
<text>The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack.</text>
</legendary>
<legendary>
<name>Move</name>
<text>The elder dinosaur moves up to half its speed.</text>
</legendary>
<legendary>
<name>Chomp (Costs 2 Actions)</name>
<text>The elder dinosaur makes one bite attack or uses its Swallow.</text>
</legendary>
<description>
Source: Plane Shift: Ixalan p. 33</description>
<environment></environment>
</monster>
<monster>
<name>Elder Dinosaur (Nezahal, Primal Tide)</name>
<size>G</size>
<type>monstrosity (titan)</type>
<alignment>Unaligned</alignment>
<ac>25 (natural armor)</ac>
<hp>676 (33d20+330)</hp>
<speed>walk 20 ft., swim 60 ft.</speed>
<str>30</str>
<dex>11</dex>
<con>30</con>
<int>3</int>
<wis>11</wis>
<cha>11</cha>
<save>Int +5, Wis +9, Cha +9</save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>30</cr>
<resist></resist>
<immune>fire, poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, frightened, paralyzed, poisoned</conditionImmune>
<senses>blindsight 120 ft.</senses>
<trait>
<name>Legendary Resistance (3/Day)</name>
<text>If the elder dinosaur fails a saving throw, it can choose to succeed instead.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The elder dinosaur has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Siege Monster</name>
<text>The elder dinosaur deals double damage to objects and structures.</text>
</trait>
<trait>
<name>Hold Breath</name>
<text>The elder dinosaur can hold its breath for 4 hours.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The elder dinosaur can use its Frightful Presence. It then makes five attacks: one with its bite and four with its flippers. No two flipper attacks can target the same creature. It can use its Swallow instead of its bite.</text>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the elder dinosaur can't bite another target.</text>
<attack>Bite|+19|4d12+10</attack>
</action>
<action>
<name>Flipper</name>
<text>Melee Weapon Attack: +19 to hit, reach 5 ft., one target. 28 (4d8 + 10) bludgeoning damage.</text>
<attack>Flipper|+19|4d8+10</attack>
</action>
<action>
<name>Frightful Presence</name>
<text>Each creature of the elder dinosaur's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself ona success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours.</text>
</action>
<action>
<name>Swallow</name>
<text>The elder dinosaur makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage, the target 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 elder dinosaur, and it takes 56 (16d6) acid damage at the start of each of the elder dinosaur's turns. If the elder dinosaur takes 60 damage or more on a single turn from a creature inside it, it must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If the elder dinosaur dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.</text>
</action>
<legendary>
<text>The monstrosity (titan) 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 (titan) regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Attack</name>
<text>The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack.</text>
</legendary>
<legendary>
<name>Move</name>
<text>The elder dinosaur moves up to half its speed.</text>
</legendary>
<legendary>
<name>Chomp (Costs 2 Actions)</name>
<text>The elder dinosaur makes one bite attack or uses its Swallow.</text>
</legendary>
<description>
Source: Plane Shift: Ixalan p. 33</description>
<environment></environment>
</monster>
<monster>
<name>Elder Dinosaur (Tetzimoc, Primal Death)</name>
<size>G</size>
<type>monstrosity (titan)</type>
<alignment>Unaligned</alignment>
<ac>25 (natural armor)</ac>
<hp>676 (33d20+330)</hp>
<speed>walk 40 ft.</speed>
<str>30</str>
<dex>11</dex>
<con>30</con>
<int>3</int>
<wis>11</wis>
<cha>11</cha>
<save>Int +5, Wis +9, Cha +9</save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>30</cr>
<resist></resist>
<immune>fire, poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, frightened, paralyzed, poisoned</conditionImmune>
<senses>blindsight 120 ft.</senses>
<trait>
<name>Legendary Resistance (3/Day)</name>
<text>If the elder dinosaur fails a saving throw, it can choose to succeed instead.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The elder dinosaur has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Siege Monster</name>
<text>The elder dinosaur deals double damage to objects and structures.</text>
</trait>
<trait>
<name>Spiny Carapace</name>
<text>The elder dinosaur is covered in an armored carapace bristling with thick, sharp spines. Any creature that hits or misses Tetzimoc with a melee attack takes 7 (2d6) piercing damage.</text>
</trait>
<trait>
<name>Tail Spike Regrowth</name>
<text>The elder dinosaur has forty tail spikes. Used spikes regrow when the elder dinosaur finishes a long rest.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The elder dinosaur can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its tail spikes in place of any or all of those attacks, and it can use its Swallow instead of its bite.</text>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the elder dinosaur can't bite another target.</text>
<attack>Bite|+19|4d12+10</attack>
</action>
<action>
<name>Claw</name>
<text>Melee Weapon Attack: +19 to hit, reach 15 ft., one target. 28 (4d8 + 10) slashing damage.</text>
<attack>Claw|+19|4d8+10</attack>
</action>
<action>
<name>Horns</name>
<text>Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 32 (4d10 + 10) piercing damage.</text>
<attack>Horns|+19|4d10+10</attack>
</action>
<action>
<name>Tail</name>
<text>Melee Weapon Attack: +19 to hit, reach 20 ft., one target. 24 (4d6 + 10) piercing damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.</text>
<attack>Tail|+19|4d6+10</attack>
</action>
<action>
<name>Tail Spikes</name>
<text>Ranged Weapon Attack: +9 to hit, range 100/300 ft., two targets. 7 (2d6) piercing damage.</text>
<attack>Tail Spikes|+9|2d6</attack>
</action>
<action>
<name>Frightful Presence</name>
<text>Each creature of the elder dinosaur's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself ona success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours.</text>
</action>
<action>
<name>Swallow</name>
<text>The elder dinosaur makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage, the target 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 elder dinosaur, and it takes 56 (16d6) acid damage at the start of each of the elder dinosaur's turns. If the elder dinosaur takes 60 damage or more on a single turn from a creature inside it, it must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If the elder dinosaur dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.</text>
</action>
<legendary>
<text>The monstrosity (titan) 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 (titan) regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Attack</name>
<text>The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack.</text>
</legendary>
<legendary>
<name>Move</name>
<text>The elder dinosaur moves up to half its speed.</text>
</legendary>
<legendary>
<name>Chomp (Costs 2 Actions)</name>
<text>The elder dinosaur makes one bite attack or uses its Swallow.</text>
</legendary>
<description>
Source: Plane Shift: Ixalan p. 33</description>
<environment></environment>
</monster>
<monster>
<name>Elder Dinosaur (Zacama, Primal Calamity)</name>
<size>G</size>
<type>monstrosity (titan)</type>
<alignment>Unaligned</alignment>
<ac>25 (natural armor)</ac>
<hp>676 (33d20+330)</hp>
<speed>walk 40 ft.</speed>
<str>30</str>
<dex>11</dex>
<con>30</con>
<int>3</int>
<wis>11</wis>
<cha>11</cha>
<save>Int +5, Wis +9, Cha +9</save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>30</cr>
<resist></resist>
<immune>fire, poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, frightened, paralyzed, poisoned</conditionImmune>
<senses>blindsight 120 ft.</senses>
<trait>
<name>Legendary Resistance (3/Day)</name>
<text>If the elder dinosaur fails a saving throw, it can choose to succeed instead.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The elder dinosaur has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Siege Monster</name>
<text>The elder dinosaur deals double damage to objects and structures.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The elder dinosaur can use its Frightful Presence. It then makes five attacks: three with its bite, one with its stomp, and one with its tail. It can use its Swallow instead of a bite. </text>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained. If the elder dinosaur has three targets restrained in this way, it can't bite another target.</text>
<attack>Bite|+19|4d12+10</attack>
</action>
<action>
<name>Stomp</name>
<text>Melee Weapon Attack: +19 to hit, reach 5 ft., one target. 46 (8d8 + 10) bludgeoning damage.</text>
<attack>Stomp|+19|8d8+10</attack>
</action>
<action>
<name>Tail</name>
<text>Melee Weapon Attack: +19 to hit, reach 20 ft., one target. 38 (8d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.</text>
<attack>Tail|+19|8d6+10</attack>
</action>
<action>
<name>Frightful Presence</name>
<text>Each creature of the elder dinosaur's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself ona success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours.</text>
</action>
<action>
<name>Swallow</name>
<text>The elder dinosaur makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage, the target 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 elder dinosaur, and it takes 56 (16d6) acid damage at the start of each of the elder dinosaur's turns. If the elder dinosaur takes 60 damage or more on a single turn from a creature inside it, it must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If the elder dinosaur dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.</text>
</action>
<legendary>
<text>The monstrosity (titan) 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 (titan) regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Attack</name>
<text>The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack.</text>
</legendary>
<legendary>
<name>Move</name>
<text>The elder dinosaur moves up to half its speed.</text>
</legendary>
<legendary>
<name>Chomp (Costs 2 Actions)</name>
<text>The elder dinosaur makes one bite attack or uses its Swallow.</text>
</legendary>
<description>
Source: Plane Shift: Ixalan p. 33</description>
<environment></environment>
</monster>
<monster>
<name>Elder Dinosaur (Zetalpa, Primal Dawn)</name>
<size>G</size>
<type>monstrosity (titan)</type>
<alignment>Unaligned</alignment>
<ac>25 (natural armor)</ac>
<hp>676 (33d20+330)</hp>
<speed>walk 20 ft., fly 60 ft.</speed>
<str>30</str>
<dex>11</dex>
<con>30</con>
<int>3</int>
<wis>11</wis>
<cha>11</cha>
<save>Int +5, Wis +9, Cha +9</save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>30</cr>
<resist>radiant</resist>
<immune>fire, poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, frightened, paralyzed, poisoned</conditionImmune>
<senses>blindsight 120 ft.</senses>
<trait>
<name>Legendary Resistance (3/Day)</name>
<text>If the elder dinosaur fails a saving throw, it can choose to succeed instead.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The elder dinosaur has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Siege Monster</name>
<text>The elder dinosaur deals double damage to objects and structures.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The elder dinosaur can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, and two with its wings. It can use its Swallow instead of its bite.</text>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the elder dinosaur can't bite another target.</text>
<attack>Bite|+19|4d12+10</attack>
</action>
<action>
<name>Claw</name>
<text>Melee Weapon Attack: +19 to hit, reach 15 ft., one target. 28 (4d8 + 10) slashing damage.</text>
<attack>Claw|+19|4d8+10</attack>
</action>
<action>
<name>Wing</name>
<text>Melee Weapon Attack: +19 to hit, reach 20 ft., one target. 28 (4d8 + 10) bludgeoning damage.</text>
<attack>Wing|+19|4d8+10</attack>
</action>
<action>
<name>Tail</name>
<text>Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 25 (4d8 + 7) bludgeoning damage.</text>
<attack>Tail|+11|4d8+7</attack>
</action>
<action>
<name>Frightful Presence</name>
<text>Each creature of the elder dinosaur's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself ona success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours.</text>
</action>
<action>
<name>Swallow</name>
<text>The elder dinosaur makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage, the target 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 elder dinosaur, and it takes 56 (16d6) acid damage at the start of each of the elder dinosaur's turns. If the elder dinosaur takes 60 damage or more on a single turn from a creature inside it, it must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If the elder dinosaur dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.</text>
</action>
<legendary>
<text>The monstrosity (titan) 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 (titan) regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Attack</name>
<text>The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack.</text>
</legendary>
<legendary>
<name>Move</name>
<text>The elder dinosaur moves up to half its speed.</text>
</legendary>
<legendary>
<name>Chomp (Costs 2 Actions)</name>
<text>The elder dinosaur makes one bite attack or uses its Swallow.</text>
</legendary>
<description>
Source: Plane Shift: Ixalan p. 33</description>
<environment></environment>
</monster>
<monster>
<name>Frilled Deathspitter</name>
<size>S</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>13 (natural armor)</ac>
<hp>18 (4d6+4)</hp>
<speed>walk 40 ft.</speed>
<str>12</str>
<dex>16</dex>
<con>13</con>
<int>4</int>
<wis>12</wis>
<cha>6</cha>
<save></save>
<skill>Perception +3</skill>
<passive>13</passive>
<languages></languages>
<cr>1/2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<action>
<name>Multiattack</name>
<text>The deathspitter makes three attacks: one with its bite and two with its claws.</text>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.</text>
<attack>Bite|+5|1d6+3</attack>
</action>
<action>
<name>Claw</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.</text>
<attack>Claw|+5|1d6+3</attack>
</action>
<action>
<name>Spit Poison</name>
<text>Ranged Weapon Attack: +5 to hit, range 15/30 ft., one creature. The target must make a DC 13 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw is blinded until the end of the deathspitter's next turn.</text>
<attack>Spit Poison|+5|4d8</attack>
</action>
<description>
Source: Plane Shift: Ixalan p. 30</description>
<environment></environment>
</monster>
<monster>
<name>Gishath, Sun's Avatar</name>
<size>G</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>16 (natural armor)</ac>
<hp>203 (14d20+56)</hp>
<speed>walk 40 ft.</speed>
<str>24</str>
<dex>12</dex>
<con>18</con>
<int>12</int>
<wis>16</wis>
<cha>6</cha>
<save>Str +11, Con +8, Wis +7, Cha +2</save>
<skill>Perception +7</skill>
<passive>17</passive>
<languages></languages>
<cr>10</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Legendary Resistance (3/Day)</name>
<text>If Gishath fails a saving throw, it can choose to succeed instead.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Gishath makes two attacks: one with its bite and one with its stomp or tail. It can't make both attacks against the same target.</text>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 39 (5d12 + 7) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and Gishath can't bite another target.</text>
<attack>Bite|+11|5d12+7</attack>
</action>
<action>
<name>Swallow</name>
<text>Gishath makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Gishath, and it takes 21 (6d6) acid damage at the start of each of Gishath's turns.</text>
<text>If Gishath takes 30 damage or more on a single turn from a creature inside it, it must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If Gishath dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.</text>
</action>
<action>
<name>Stomp</name>
<text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 29 (5d8 + 7) bludgeoning damage, and the target must succeed on a DC 19 Strength saving throw or be knocked prone.</text>
<attack>Stomp|+11|5d8+7</attack>
</action>
<action>
<name>Tail</name>
<text>Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 25 (4d8 + 7) bludgeoning damage.</text>
<attack>Tail|+11|4d8+7</attack>
</action>
<legendary>
<text>Gishath, can take 2 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. Gishath, regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Attack</name>
<text>Gishath makes one stomp or tail attack.</text>
</legendary>
<legendary>
<name>Roar (Costs 2 Actions)</name>
<text>Each creature that is within 120 feet of Gishath and can hear it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on tself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Gishath's Roar for the next 24 hours.</text>
</legendary>
<description>
Source: Plane Shift: Ixalan p. 32</description>
<environment></environment>
</monster>
<monster>
<name>HarpyPlane Shift: Ixalan</name>
<size>M</size>
<type>monstrosity</type>
<alignment>Chaotic Evil</alignment>
<ac>11</ac>
<hp>38 (7d8+7)</hp>
<speed>walk 20 ft., fly 40 ft.</speed>
<str>12</str>
<dex>13</dex>
<con>12</con>
<int>7</int>
<wis>10</wis>
<cha>13</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>Common</languages>
<cr>1</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<action>
<name>Multiattack</name>
<text>The HarpyPlane Shift: Ixalan makes two attacks: one with its claws and one with its bite.</text>
</action>
<action>
<name>Claws</name>
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (2d4 + 1) slashing damage.</text>
<attack>Claws|+3|2d4+1</attack>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) slashing damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.</text>
<attack>Bite|+3|1d4+1</attack>
</action>
<action>
<name>Luring Song</name>
<text>The HarpyPlane Shift: Ixalan sings a magical melody. Every humanoid and giant within 300 feet of the HarpyPlane Shift: Ixalan that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The HarpyPlane Shift: Ixalan must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the HarpyPlane Shift: Ixalan is incapacitated.</text>
<text>While charmed by the HarpyPlane Shift: Ixalan, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the HarpyPlane Shift: Ixalan, the target must move on its turn toward the HarpyPlane Shift: Ixalan by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the HarpyPlane Shift: Ixalan, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.</text>
<text>A target that successfully saves is immune to this HarpyPlane Shift: Ixalan's song for the next 24 hours.</text>
</action>
<description>
Source: Plane Shift: Ixalan p. 36</description>
<environment>mountain, forest, hill, coastal</environment>
</monster>
<monster>
<name>Sunbird</name>
<size>G</size>
<type>monstrosity</type>
<alignment>Unaligned</alignment>
<ac>17 (natural armor)</ac>
<hp>279 (18d20+90)</hp>
<speed>walk 20 ft., fly 120 ft.</speed>
<str>28</str>
<dex>10</dex>
<con>20</con>
<int>13</int>
<wis>14</wis>
<cha>15</cha>
<save>Dex +5, Con +10, Wis +7, Cha +7</save>
<skill>Perception +7</skill>
<passive>17</passive>
<languages>Giant Owl, understands Common but can't speak it</languages>
<cr>13</cr>
<resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
<immune>fire</immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Death Throes</name>
<text>When the sunbird dies, it explodes, and each creature within 30 feet of it must make a DC 18 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried. The sunbird's body turns to ash, but an egg is left where the sunbird was.</text>
</trait>
<trait>
<name>Fire Aura</name>
<text>At the start of each of the sunbird's turns, each creature within 5 feet of it takes 11 (2d10) fire damage, and flammable objects in the area that aren't being worn or carried ignite. A creature that touches the sunbird or hits it with a melee attack while within 5 feet of it takes 11 (2d10) fire damage. The aura also sheds bright light in a 60-foot radius and dim light for an additional 60 feet.</text>
</trait>
<trait>
<name>Flyby</name>
<text>The sunbird doesn't provoke opportunity attacks when it flies out of an enemy's reach.</text>
</trait>
<trait>
<name>Keen Hearing and Sight</name>
<text>The sunbird has advantage on Wisdom (Perception) checks that rely on hearing or sight.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The sunbird makes two talon attacks.</text>
</action>
<action>
<name>Talon</name>
<text>Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 16 (2d6 + 9) slashing damage plus 14 (4d6) fire damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the sunbird can't attack another target with that talon. A grappled creature takes 11 (2d10) fire damage at the start of each of the sunbird's turns.</text>
<attack>Talon|+14|2d6+9</attack>
</action>
<description>
Source: Plane Shift: Ixalan p. 32</description>
<environment></environment>
</monster>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<monster>
<name>Archon Of Redemption</name>
<size>L</size>
<type>celestial</type>
<alignment>Lawful Neutral</alignment>
<ac>17 (natural armor)</ac>
<hp>136 (16d8+64)</hp>
<speed>walk 30 ft., fly 90 ft.</speed>
<str>18</str>
<dex>18</dex>
<con>18</con>
<int>17</int>
<wis>20</wis>
<cha>20</cha>
<save>Wis +9, Cha +9</save>
<skill>Insight +9, Perception +9</skill>
<passive>19</passive>
<languages>all, telepathy 120 ft.</languages>
<cr>10</cr>
<resist>radiant; bludgeoning, piercing, slashing from nonmagical attacks</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened</conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Angelic Weapons</name>
<text>The archon's weapon attacks are magical. When the archon hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack).</text>
</trait>
<trait>
<name>Axiomatic Mind</name>
<text>The archon can't be compelled to act in a manner contrary to its nature or its understanding of justice.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The archon has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>One Being</name>
<text>Though it appears as a humanoid creature riding a mount, an archon is a single being. The "rider" can't be dismounted, and no other means can separate the two portions of the archon's being short of its death.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The archon makes two attacks: one with its sword and one with its claws.</text>
</action>
<action>
<name>Sword</name>
<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage plus 13 (3d8) radiant damage.</text>
<attack>Sword|+8|1d8+4</attack>
</action>
<action>
<name>Claws</name>
<text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 11 (2d6 + 4) piercing damage plus 13 (3d8) radiant damage.</text>
<attack>Claws|+8|2d6+4</attack>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>The archon's innate spellcasting ability is Charisma (spell save DC 17). The archon can innately cast the following spells, requiring only verbal components:</text>
<text>At will: detect evil and good</text>
<text>1/day each: destructive wave, geas</text>
</trait>
<spells>detect evil and good, destructive wave, geas</spells>
<description>
Source: Plane Shift: Zendikar p. 22</description>
<environment></environment>
</monster>
<monster>
<name>FelidarPlane Shift: Zendikar</name>
<size>L</size>
<type>celestial</type>
<alignment>Lawful Good</alignment>
<ac>12</ac>
<hp>67 (9d10+18)</hp>
<speed>walk 50 ft.</speed>
<str>18</str>
<dex>14</dex>
<con>15</con>
<int>11</int>
<wis>17</wis>
<cha>16</cha>
<save></save>
<skill></skill>
<passive>13</passive>
<languages>Celestial, telepathy 60 ft.</languages>
<cr>5</cr>
<resist></resist>
<immune>poison</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, paralyzed, poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Pounce</name>
<text>If the FelidarPlane Shift: Zendikar moves at least 20 feet straight toward a creature and then hits it with a claws attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the FelidarPlane Shift: Zendikar can make one bite attack against it as a bonus action.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The FelidarPlane Shift: Zendikar has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Magic Weapons</name>
<text>The FelidarPlane Shift: Zendikar's weapon attacks are magical.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The FelidarPlane Shift: Zendikar makes two attacks with its claws.</text>
</action>
<action>
<name>Claws</name>
<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.</text>
<attack>Claws|+7|2d6+4</attack>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage.</text>
<attack>Bite|+7|1d8+4</attack>
</action>
<action>
<name>Healing Touch (3/Day)</name>
<text>The FelidarPlane Shift: Zendikar touches another creature with its horns. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target</text>
</action>
<action>
<name>Teleport (1/Day)</name>
<text>The FelidarPlane Shift: Zendikar magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the FelidarPlane Shift: Zendikar is familiar with, up to 1 mile away.</text>
</action>
<legendary>
<text>The celestial 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 celestial regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Claws</name>
<text>The FelidarPlane Shift: Zendikar makes one attack with its claws.</text>
</legendary>
<legendary>
<name>Shimmering Shield (Costs 2 Actions)</name>
<text>The FelidarPlane Shift: Zendikar creates a shimmering magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the FelidarPlane Shift: Zendikar's next turn.</text>
</legendary>
<legendary>
<name>Heal Self (Costs 3 Actions)</name>
<text>The FelidarPlane Shift: Zendikar magically regains 11 (2d8 + 2) hit points.</text>
</legendary>
<trait>
<name>Innate Spellcasting</name>
<text>The FelidarPlane Shift: Zendikar's innate spellcasting ability is Charisma (spell save DC 14). The FelidarPlane Shift: Zendikar can innately cast the following spells, requiring no components:</text>
<text>At will: detect evil and good, light, thaumaturgy</text>
<text>1/day each: calm emotions, daylight, dispel evil and good</text>
</trait>
<spells>detect evil and good, light, thaumaturgy, calm emotions, daylight, dispel evil and good</spells>
<description>
Source: Plane Shift: Zendikar p. 23</description>
<environment></environment>
</monster>
<monster>
<name>KrakenPlane Shift: Zendikar</name>
<size>H</size>
<type>monstrosity</type>
<alignment>Chaotic Evil</alignment>
<ac>16 (natural armor)</ac>
<hp>230 (20d12+100)</hp>
<speed>walk 30 ft., swim 50 ft.</speed>
<str>29</str>
<dex>14</dex>
<con>20</con>
<int>16</int>
<wis>18</wis>
<cha>18</cha>
<save></save>
<skill>Athletics +14, Perception +9</skill>
<passive>19</passive>
<languages>Common</languages>
<cr>13</cr>
<resist>cold</resist>
<immune>lightning, thunder</immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Amphibious</name>
<text>The KrakenPlane Shift: Zendikar can breathe air and water.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The KrakenPlane Shift: Zendikar makes two attacks: one with its claw and one with its tentacles.</text>
</action>
<action>
<name>Claw</name>
<text>Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 30 (6d6 + 9) slashing damage.</text>
<attack>Claw|+14|6d6+9</attack>
</action>
<action>
<name>Tentacles</name>
<text>Melee Weapon Attack: +14 to hit, reach 20 ft., one target. 30 (6d6 + 9) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained.</text>
<attack>Tentacles|+14|6d6+9</attack>
</action>
<action>
<name>Lightning Strike (Recharge 5-6)</name>
<text>The KrakenPlane Shift: Zendikar hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.</text>
<attack>Lightning Strike (Recharge 5-6)||12d8</attack>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>The KrakenPlane Shift: Zendikar's innate spellcasting ability is Charisma (spell save DC 17). The KrakenPlane Shift: Zendikar can innately cast the following spells, requiring no components:</text>
<text>3/day each: control weather, water breathing</text>
</trait>
<spells>control weather, water breathing</spells>
<description>
Source: Plane Shift: Zendikar p. 25</description>
<environment></environment>
</monster>
</compendium>