feature: Add Everything collection for new XML format
- Restructured source files - Added new sources - Updated README
This commit is contained in:
@@ -4,31 +4,31 @@
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|||||||
<doc href="../FightClub5eXML/Sources/CoreRulebooks.xml" />
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<doc href="../FightClub5eXML/Sources/CoreRulebooks.xml" />
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<!-- Supplements -->
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<!-- Supplements -->
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||||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/XanatharsGuideToEverything.xml" />
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||||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes.xml" />
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<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/MordenkainensTomeOfFoes.xml" />
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||||||
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters.xml" />
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<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/VolosGuideToMonsters.xml" />
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<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide.xml" />
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<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/SwordCoastAdventurersGuide.xml" />
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||||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml" />
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<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/GuildmastersGuideToRavnica.xml" />
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<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron.xml" />
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<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron/WayfindersGuideToEberron.xml" />
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||||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml" />
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<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/EberronRisingFromTheLastWar.xml" />
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||||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated.xml" />
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<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/AcquisitionsIncorporated.xml" />
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<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount.xml" />
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<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/ExplorersGuideToWildemount.xml" />
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||||||
<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio.xml" />
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<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio/MordenkainensFiendishFolio.xml" />
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<doc href="../FightClub5eXML/Sources/TheTortlePackage.xml" />
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<doc href="../FightClub5eXML/Sources/TheTortlePackage/TheTortlePackage.xml" />
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||||||
<doc href="../FightClub5eXML/Sources/OneGrungAbove.xml" />
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<doc href="../FightClub5eXML/Sources/OneGrungAbove/OneGrungAbove.xml" />
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||||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros.xml" />
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<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/MythicOdysseysOfTheros.xml" />
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<!-- Adventures -->
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<!-- Adventures -->
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<doc href="../FightClub5eXML/Sources/Adventures.xml" />
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<doc href="../FightClub5eXML/Sources/Adventures.xml" />
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<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus.xml" />
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<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/BaldursGateDescentIntoAvernus.xml" />
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<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra.xml" />
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<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra/HuntForTheThesselhydra.xml" />
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<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild.xml" />
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<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild/InfernalMachineRebuild.xml" />
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<doc href="../FightClub5eXML/Sources/LocathahRising.xml" />
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<doc href="../FightClub5eXML/Sources/LocathahRising/LocathahRising.xml" />
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<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish.xml" />
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<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish/LostLaboratoryOfKwalish.xml" />
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<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak.xml" />
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<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/DragonOfIcespirePeak.xml" />
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<doc href="../FightClub5eXML/Sources/DivineContention.xml" />
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<doc href="../FightClub5eXML/Sources/DivineContention/DivineContention.xml" />
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<doc href="../FightClub5eXML/Sources/StormLordsWrath.xml" />
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<doc href="../FightClub5eXML/Sources/StormLordsWrath/StormLordsWrath.xml" />
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<doc href="../FightClub5eXML/Sources/SleepingDragonsWake.xml" />
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<doc href="../FightClub5eXML/Sources/SleepingDragonsWake/SleepingDragonsWake.xml" />
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<!-- UnearthedArcana -->
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<!-- UnearthedArcana -->
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/UnearthedArcana.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/UnearthedArcana.xml" />
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@@ -4,29 +4,29 @@
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<doc href="../FightClub5eXML/Sources/CoreRulebooks.xml" />
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<doc href="../FightClub5eXML/Sources/CoreRulebooks.xml" />
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<!-- Supplements -->
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<!-- Supplements -->
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/XanatharsGuideToEverything.xml" />
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<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes.xml" />
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<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/MordenkainensTomeOfFoes.xml" />
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<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters.xml" />
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<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/VolosGuideToMonsters.xml" />
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<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide.xml" />
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<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/SwordCoastAdventurersGuide.xml" />
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<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml" />
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<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/GuildmastersGuideToRavnica.xml" />
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<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron.xml" />
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<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron/WayfindersGuideToEberron.xml" />
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<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml" />
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<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/EberronRisingFromTheLastWar.xml" />
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<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated.xml" />
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<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/AcquisitionsIncorporated.xml" />
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<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount.xml" />
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<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/ExplorersGuideToWildemount.xml" />
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<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio.xml" />
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<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio/MordenkainensFiendishFolio.xml" />
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<doc href="../FightClub5eXML/Sources/TheTortlePackage.xml" />
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<doc href="../FightClub5eXML/Sources/TheTortlePackage/TheTortlePackage.xml" />
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<doc href="../FightClub5eXML/Sources/OneGrungAbove.xml" />
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<doc href="../FightClub5eXML/Sources/OneGrungAbove/OneGrungAbove.xml" />
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<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros.xml" />
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<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/MythicOdysseysOfTheros.xml" />
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<!-- Adventures -->
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<!-- Adventures -->
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<doc href="../FightClub5eXML/Sources/Adventures.xml" />
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<doc href="../FightClub5eXML/Sources/Adventures.xml" />
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<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus.xml" />
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<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/BaldursGateDescentIntoAvernus.xml" />
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<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra.xml" />
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<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra/HuntForTheThesselhydra.xml" />
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<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild.xml" />
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<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild/InfernalMachineRebuild.xml" />
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<doc href="../FightClub5eXML/Sources/LocathahRising.xml" />
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<doc href="../FightClub5eXML/Sources/LocathahRising/LocathahRising.xml" />
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<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish.xml" />
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<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish/LostLaboratoryOfKwalish.xml" />
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<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak.xml" />
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<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/DragonOfIcespirePeak.xml" />
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<doc href="../FightClub5eXML/Sources/DivineContention.xml" />
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<doc href="../FightClub5eXML/Sources/DivineContention/DivineContention.xml" />
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<doc href="../FightClub5eXML/Sources/StormLordsWrath.xml" />
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<doc href="../FightClub5eXML/Sources/StormLordsWrath/StormLordsWrath.xml" />
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<doc href="../FightClub5eXML/Sources/SleepingDragonsWake.xml" />
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<doc href="../FightClub5eXML/Sources/SleepingDragonsWake/SleepingDragonsWake.xml" />
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</collection>
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</collection>
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@@ -4,31 +4,31 @@
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<doc href="../FightClub5eXML/Sources/CoreRulebooks.xml" />
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<doc href="../FightClub5eXML/Sources/CoreRulebooks.xml" />
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<!-- Supplements -->
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<!-- Supplements -->
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/XanatharsGuideToEverything.xml" />
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<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes.xml" />
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<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/MordenkainensTomeOfFoes.xml" />
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<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters.xml" />
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<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/VolosGuideToMonsters.xml" />
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<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide.xml" />
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<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/SwordCoastAdventurersGuide.xml" />
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<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml" />
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<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/GuildmastersGuideToRavnica.xml" />
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<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron.xml" />
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<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron/WayfindersGuideToEberron.xml" />
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<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml" />
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<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/EberronRisingFromTheLastWar.xml" />
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<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated.xml" />
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<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/AcquisitionsIncorporated.xml" />
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<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount.xml" />
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<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/ExplorersGuideToWildemount.xml" />
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<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio.xml" />
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<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio/MordenkainensFiendishFolio.xml" />
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<doc href="../FightClub5eXML/Sources/TheTortlePackage.xml" />
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<doc href="../FightClub5eXML/Sources/TheTortlePackage/TheTortlePackage.xml" />
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<doc href="../FightClub5eXML/Sources/OneGrungAbove.xml" />
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<doc href="../FightClub5eXML/Sources/OneGrungAbove/OneGrungAbove.xml" />
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<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros.xml" />
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<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/MythicOdysseysOfTheros.xml" />
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<!-- Adventures -->
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<!-- Adventures -->
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<doc href="../FightClub5eXML/Sources/Adventures.xml" />
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<doc href="../FightClub5eXML/Sources/Adventures.xml" />
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<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus.xml" />
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<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/BaldursGateDescentIntoAvernus.xml" />
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<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra.xml" />
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<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra/HuntForTheThesselhydra.xml" />
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<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild.xml" />
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<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild/InfernalMachineRebuild.xml" />
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<doc href="../FightClub5eXML/Sources/LocathahRising.xml" />
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<doc href="../FightClub5eXML/Sources/LocathahRising/LocathahRising.xml" />
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<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish.xml" />
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<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish/LostLaboratoryOfKwalish.xml" />
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<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak.xml" />
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<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/DragonOfIcespirePeak.xml" />
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<doc href="../FightClub5eXML/Sources/DivineContention.xml" />
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<doc href="../FightClub5eXML/Sources/DivineContention/DivineContention.xml" />
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<doc href="../FightClub5eXML/Sources/StormLordsWrath.xml" />
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<doc href="../FightClub5eXML/Sources/StormLordsWrath/StormLordsWrath.xml" />
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<doc href="../FightClub5eXML/Sources/SleepingDragonsWake.xml" />
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<doc href="../FightClub5eXML/Sources/SleepingDragonsWake/SleepingDragonsWake.xml" />
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<!-- Homebrew -->
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<!-- Homebrew -->
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<doc href="../FightClub5eXML/Sources/Homebrew.xml" />
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<doc href="../FightClub5eXML/Sources/Homebrew.xml" />
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@@ -4,31 +4,31 @@
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<doc href="../FightClub5eXML/Sources/CoreRulebooks.xml" />
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<doc href="../FightClub5eXML/Sources/CoreRulebooks.xml" />
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<!-- Supplements -->
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<!-- Supplements -->
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/XanatharsGuideToEverything.xml" />
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<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes.xml" />
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<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/MordenkainensTomeOfFoes.xml" />
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||||||
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters.xml" />
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<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/VolosGuideToMonsters.xml" />
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<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide.xml" />
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<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/SwordCoastAdventurersGuide.xml" />
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||||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml" />
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<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/GuildmastersGuideToRavnica.xml" />
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||||||
<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron.xml" />
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<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron/WayfindersGuideToEberron.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml" />
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<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/EberronRisingFromTheLastWar.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated.xml" />
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<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/AcquisitionsIncorporated.xml" />
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||||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount.xml" />
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<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/ExplorersGuideToWildemount.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio.xml" />
|
<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio/MordenkainensFiendishFolio.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/TheTortlePackage.xml" />
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<doc href="../FightClub5eXML/Sources/TheTortlePackage/TheTortlePackage.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/OneGrungAbove.xml" />
|
<doc href="../FightClub5eXML/Sources/OneGrungAbove/OneGrungAbove.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros.xml" />
|
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/MythicOdysseysOfTheros.xml" />
|
||||||
|
|
||||||
<!-- Adventures -->
|
<!-- Adventures -->
|
||||||
<doc href="../FightClub5eXML/Sources/Adventures.xml" />
|
<doc href="../FightClub5eXML/Sources/Adventures.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus.xml" />
|
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/BaldursGateDescentIntoAvernus.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra.xml" />
|
<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra/HuntForTheThesselhydra.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild.xml" />
|
<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild/InfernalMachineRebuild.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/LocathahRising.xml" />
|
<doc href="../FightClub5eXML/Sources/LocathahRising/LocathahRising.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish.xml" />
|
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish/LostLaboratoryOfKwalish.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak.xml" />
|
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/DragonOfIcespirePeak.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/DivineContention.xml" />
|
<doc href="../FightClub5eXML/Sources/DivineContention/DivineContention.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/StormLordsWrath.xml" />
|
<doc href="../FightClub5eXML/Sources/StormLordsWrath/StormLordsWrath.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/SleepingDragonsWake.xml" />
|
<doc href="../FightClub5eXML/Sources/SleepingDragonsWake/SleepingDragonsWake.xml" />
|
||||||
|
|
||||||
<!-- UnearthedArcana -->
|
<!-- UnearthedArcana -->
|
||||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/UnearthedArcana.xml" />
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/UnearthedArcana.xml" />
|
||||||
|
|||||||
@@ -4,31 +4,31 @@
|
|||||||
<doc href="../FightClub5eXML/Sources/CoreRulebooks.xml" />
|
<doc href="../FightClub5eXML/Sources/CoreRulebooks.xml" />
|
||||||
|
|
||||||
<!-- Supplements -->
|
<!-- Supplements -->
|
||||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything.xml" />
|
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/XanatharsGuideToEverything.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes.xml" />
|
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/MordenkainensTomeOfFoes.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters.xml" />
|
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/VolosGuideToMonsters.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide.xml" />
|
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/SwordCoastAdventurersGuide.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml" />
|
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/GuildmastersGuideToRavnica.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron.xml" />
|
<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron/WayfindersGuideToEberron.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml" />
|
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/EberronRisingFromTheLastWar.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated.xml" />
|
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/AcquisitionsIncorporated.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount.xml" />
|
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/ExplorersGuideToWildemount.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio.xml" />
|
<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio/MordenkainensFiendishFolio.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/TheTortlePackage.xml" />
|
<doc href="../FightClub5eXML/Sources/TheTortlePackage/TheTortlePackage.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/OneGrungAbove.xml" />
|
<doc href="../FightClub5eXML/Sources/OneGrungAbove/OneGrungAbove.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros.xml" />
|
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/MythicOdysseysOfTheros.xml" />
|
||||||
|
|
||||||
<!-- Adventures -->
|
<!-- Adventures -->
|
||||||
<doc href="../FightClub5eXML/Sources/Adventures.xml" />
|
<doc href="../FightClub5eXML/Sources/Adventures.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus.xml" />
|
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/BaldursGateDescentIntoAvernus.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra.xml" />
|
<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra/HuntForTheThesselhydra.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild.xml" />
|
<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild/InfernalMachineRebuild.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/LocathahRising.xml" />
|
<doc href="../FightClub5eXML/Sources/LocathahRising/LocathahRising.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish.xml" />
|
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish/LostLaboratoryOfKwalish.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak.xml" />
|
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/DragonOfIcespirePeak.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/DivineContention.xml" />
|
<doc href="../FightClub5eXML/Sources/DivineContention/DivineContention.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/StormLordsWrath.xml" />
|
<doc href="../FightClub5eXML/Sources/StormLordsWrath/StormLordsWrath.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/SleepingDragonsWake.xml" />
|
<doc href="../FightClub5eXML/Sources/SleepingDragonsWake/SleepingDragonsWake.xml" />
|
||||||
|
|
||||||
<!-- UnearthedArcana -->
|
<!-- UnearthedArcana -->
|
||||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2015-08-03_ModernMagic.xml" />
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2015-08-03_ModernMagic.xml" />
|
||||||
|
|||||||
@@ -4,17 +4,17 @@
|
|||||||
<doc href="../FightClub5eXML/Sources/CoreRulebooks.xml" />
|
<doc href="../FightClub5eXML/Sources/CoreRulebooks.xml" />
|
||||||
|
|
||||||
<!-- Supplements -->
|
<!-- Supplements -->
|
||||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything.xml" />
|
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/XanatharsGuideToEverything.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes.xml" />
|
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/MordenkainensTomeOfFoes.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters.xml" />
|
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/VolosGuideToMonsters.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide.xml" />
|
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/SwordCoastAdventurersGuide.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml" />
|
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/GuildmastersGuideToRavnica.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron.xml" />
|
<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron/WayfindersGuideToEberron.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml" />
|
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/EberronRisingFromTheLastWar.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated.xml" />
|
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/AcquisitionsIncorporated.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount.xml" />
|
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/ExplorersGuideToWildemount.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio.xml" />
|
<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio/MordenkainensFiendishFolio.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/TheTortlePackage.xml" />
|
<doc href="../FightClub5eXML/Sources/TheTortlePackage/TheTortlePackage.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/OneGrungAbove.xml" />
|
<doc href="../FightClub5eXML/Sources/OneGrungAbove/OneGrungAbove.xml" />
|
||||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros.xml" />
|
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/MythicOdysseysOfTheros.xml" />
|
||||||
</collection>
|
</collection>
|
||||||
|
|||||||
154
Collections/Everything.xml
Normal file
154
Collections/Everything.xml
Normal file
@@ -0,0 +1,154 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<collection>
|
||||||
|
<!-- Combined Rules -->
|
||||||
|
<doc href="../FightClub5eXML/Sources/backgrounds.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/feats.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/items.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/races.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/vehicles.xml" />
|
||||||
|
|
||||||
|
|
||||||
|
<!-- Classes -->
|
||||||
|
<doc href="../FightClub5eXML/Sources/classes/class-artificer.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/classes/class-barbarian.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/classes/class-bard.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/classes/class-cleric.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/classes/class-druid.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/classes/class-fighter.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/classes/class-monk.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/classes/class-mystic.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/classes/class-paladin.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/classes/class-ranger.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/classes/class-rogue.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/classes/class-rune-scribe.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/classes/class-sidekick.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/classes/class-sorcerer.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/classes/class-warlock.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/classes/class-wizard.xml" />
|
||||||
|
|
||||||
|
|
||||||
|
<!-- Core Rulebooks -->
|
||||||
|
<doc href="../FightClub5eXML/Sources/PlayersHandbook/bestiary-phb.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/bestiary-dmg.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/MonsterManual/bestiary-mm.xml" />
|
||||||
|
|
||||||
|
|
||||||
|
<!-- Supplements -->
|
||||||
|
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/bestiary-xge.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/spells-xge.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/bestiary-mtf.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/bestiary-vgm.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/spells-scag.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/bestiary-ggr.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-ggr.xml" />
|
||||||
|
|
||||||
|
<!-- <doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron/.xml" /> -->
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/bestiary-erlw.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/bestiary-ai.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/spells-ai.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/bestiary-egw.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/spells-egw.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio/bestiary-mff.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/TheTortlePackage/bestiary-ttp.xml" />
|
||||||
|
|
||||||
|
<!-- <doc href="../FightClub5eXML/Sources/OneGrungAbove/.xml" /> -->
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/bestiary-mot.xml" />
|
||||||
|
|
||||||
|
|
||||||
|
<!-- Adventures -->
|
||||||
|
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/bestiary-bgdia.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/CurseOfStrahd/bestiary-cos.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/bestiary-dip.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/DivineContention/bestiary-dc.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/HoardOfTheDragonQueen/bestiary-hotdq.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra/bestiary-hftt.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/IcewindDaleRimeOfTheFrostmaiden/bestiary-idrotf.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/IcewindDaleRimeOfTheFrostmaiden/spells-idrotf.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild/bestiary-imr.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/KrenkosWay/bestiary-kkw.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/LocathahRising/bestiary-lr.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish/bestiary-llk.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish/spells-llk.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/LostMineOfPhandelver/bestiary-lmop.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/OutOfTheAbyss/bestiary-oota.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/bestiary-pota.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/RickAndMorty/bestiary-rmbre.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/RiseOfTiamat/bestiary-rot.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/SleepingDragonsWake/bestiary-sdw.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/StormKingsThunder/bestiary-skt.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/StormLordsWrath/bestiary-slw.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/TalesFromTheYawningPortal/bestiary-tftyp.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/TheOrreryOfTheWanderer/bestiary-oow.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/TombOfAnnihilation/bestiary-toa.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/WaterdeepDragonHeist/bestiary-wdh.xml" />
|
||||||
|
|
||||||
|
<doc href="../FightClub5eXML/Sources/WaterdeepDungeonOfTheMadMage/bestiary-wdmm.xml" />
|
||||||
|
|
||||||
|
|
||||||
|
<!-- Plane Shift -->
|
||||||
|
<doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-a.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-d.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-i.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-k.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-x.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-z.xml" />
|
||||||
|
|
||||||
|
|
||||||
|
<!-- Unearthed Arcana -->
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-20s2.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-20s5.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-2020smt.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-ar.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-cdw.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-cfv.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020por.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020smt.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-ar.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-frw.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-mm.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-saw.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-ss.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-tobm.xml" />
|
||||||
|
|
||||||
|
|
||||||
|
<!-- Miscellaneous -->
|
||||||
|
<doc href="../FightClub5eXML/Sources/Miscellaneous/bestiary-esk.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/Miscellaneous/bestiary-mag.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/Miscellaneous/bestiary-sads.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/Miscellaneous/bestiary-stream.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/Miscellaneous/spells-stream.xml" />
|
||||||
|
</collection>
|
||||||
@@ -1,5 +1,9 @@
|
|||||||
## CHANGE LOG
|
## CHANGE LOG
|
||||||
|
|
||||||
|
### 2020-11-02
|
||||||
|
|
||||||
|
Added "Everything" collection, a preview for the new format.
|
||||||
|
|
||||||
### 2020-06-06
|
### 2020-06-06
|
||||||
|
|
||||||
Added Mythic Odysseys of Theros as a supplement source.
|
Added Mythic Odysseys of Theros as a supplement source.
|
||||||
|
|||||||
@@ -3,18 +3,18 @@
|
|||||||
|
|
||||||
## About
|
## About
|
||||||
|
|
||||||
Being a big fan of Lion Den’s Fight Club 5e and Game Master 5e apps for iOS and Android I was happy to see a kind soul (@fightclub5exml on twitter) had picked up the mantle of updating the compendium with content.
|
We have been a dedicated group of D&D fans who manually added XML for Lion's Den Fight Club 5e and Game Master 5e apps. We've now found a reliable source to auto-generate the XML, and we'll be transitioning to that completely by 2021.
|
||||||
|
|
||||||
Unfortunately he seems to have deleted his twitter account so I am picking up where he left off by expanding on his work by adding Waterdeep Dragon Heist, Waterdeep Dungeon of the Mad Mage and Ghosts of Saltmarsh content to the XML.
|
If you'd like to try out the new format, you can import the "Everything" collection. If you have feedback, follow the instructions in [Issues](#Issues).
|
||||||
|
|
||||||
Will take some time but will be making my way through each book and adding the items and monsters to bring it up to date.
|
We are unaffiliated with Lion's Den and Wizards of the Coast.
|
||||||
|
|
||||||
Any questions hit me up on twitter [@dragonahcas](http://twitter.com/dragonahcas).
|
|
||||||
|
|
||||||
|
|
||||||
## How-To
|
## How-To
|
||||||
|
|
||||||
Import one of the Collection files into the Fight Club app.
|
Import only one of the Collection files into the Fight Club app.
|
||||||
|
|
||||||
|
**Everything**: Newly formatted XML that includes all rulebooks, supplements, adventures, Unearthed Arcana, and some unofficial content.
|
||||||
|
|
||||||
**CoreRulebooks**: Player's Handbook, Dungeon Master's Guide, and Monster Manual
|
**CoreRulebooks**: Player's Handbook, Dungeon Master's Guide, and Monster Manual
|
||||||
|
|
||||||
@@ -33,18 +33,22 @@ Import one of the Collection files into the Fight Club app.
|
|||||||
|
|
||||||
## Additional Contributors
|
## Additional Contributors
|
||||||
|
|
||||||
`@kinkofer` for XML generation systems to allow github collections to be auto generated
|
`@kinkofer` for XML generation systems to allow github collections to be auto generated.
|
||||||
|
|
||||||
`@felix_mil_` for XML creation tools [https://felixmil.shinyapps.io/compendiumbuildr/](https://felixmil.shinyapps.io/compendiumbuildr/)
|
`@felix_mil_` for XML creation tools [https://felixmil.shinyapps.io/compendiumbuildr/](https://felixmil.shinyapps.io/compendiumbuildr/).
|
||||||
|
|
||||||
`@rrgeorge` and `zamrod` for their JSON to XML scripts
|
`@rrgeorge` and `zamrod` for their JSON to XML scripts.
|
||||||
|
|
||||||
|
`@MrFarland` for Artificer Infusions and other XML.
|
||||||
|
|
||||||
|
`@fightclub5exml` and `@dragonahcas` for carrying the mantle.
|
||||||
|
|
||||||
`@MrFarland` for Artificer Infusions and other XML
|
|
||||||
|
|
||||||
## Contribute
|
## Contribute
|
||||||
|
|
||||||
Visit the [FightClub5eXML Github](https://github.com/kinkofer/FightClub5eXML) to contribute.
|
Visit the [FightClub5eXML Github](https://github.com/kinkofer/FightClub5eXML) to contribute.
|
||||||
|
|
||||||
|
|
||||||
## Issues
|
## Issues
|
||||||
|
|
||||||
Find a mistake in the compendium? Report it on our [Github Issues](https://github.com/kinkofer/FightClub5eXML/issues).
|
Find a mistake in the compendium? Report it on our [Github Issues](https://github.com/kinkofer/FightClub5eXML/issues).
|
||||||
|
|||||||
1288
FightClub5eXML/Sources/AcquisitionsIncorporated/bestiary-ai.xml
Executable file
1288
FightClub5eXML/Sources/AcquisitionsIncorporated/bestiary-ai.xml
Executable file
File diff suppressed because it is too large
Load Diff
114
FightClub5eXML/Sources/AcquisitionsIncorporated/spells-ai.xml
Executable file
114
FightClub5eXML/Sources/AcquisitionsIncorporated/spells-ai.xml
Executable file
@@ -0,0 +1,114 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<spell>
|
||||||
|
<name>Distort Value</name>
|
||||||
|
<level>1</level>
|
||||||
|
<school>I</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 minute</time>
|
||||||
|
<range>Touch</range>
|
||||||
|
<components>V</components>
|
||||||
|
<duration>8 hours</duration>
|
||||||
|
<classes>Bard, Sorcerer, Wizard, Warlock</classes>
|
||||||
|
<text>Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered.
|
||||||
|
You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.
|
||||||
|
Source: Acquisitions Incorporated p. 75</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Fast Friends</name>
|
||||||
|
<level>3</level>
|
||||||
|
<school>EN</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>30 feet</range>
|
||||||
|
<components>V</components>
|
||||||
|
<duration>Concentration, up to 1 hour</duration>
|
||||||
|
<classes>Bard, Cleric, Wizard</classes>
|
||||||
|
<text>When you need to make sure something gets done, you can't rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.
|
||||||
|
You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.
|
||||||
|
When the spell ends, the creature knows it was charmed by you.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
|
||||||
|
Source: Acquisitions Incorporated p. 75</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Gift of Gab</name>
|
||||||
|
<level>2</level>
|
||||||
|
<school>EN</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 reaction</time>
|
||||||
|
<range>Self</range>
|
||||||
|
<components>V, S, R</components>
|
||||||
|
<duration>Instantaneous</duration>
|
||||||
|
<classes>Bard, Wizard</classes>
|
||||||
|
<text>When I met Jim Darkmagic, I wondered how he got anything done in that outfit. I have since learned that most of his talents involve standing and talking. His outfit is perfect for that.
|
||||||
|
Jim Darkmagic is said to have invented this spell, originally calling it I said what?! Have you ever been talking to the local monarch and accidentally mentioned how their son looks like your favorite hog from when you were growing up on the family farm? We've all been there! But rather than being beheaded for an honest slip of the tongue, you can pretend it never happened—by ensuring that no one knows it happened.
|
||||||
|
When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.
|
||||||
|
Source: Acquisitions Incorporated p. 76</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Incite Greed</name>
|
||||||
|
<level>3</level>
|
||||||
|
<school>EN</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>30 feet</range>
|
||||||
|
<components>V, S, M (a gem worth at least 50 gp)</components>
|
||||||
|
<duration>Concentration, up to 1 minute</duration>
|
||||||
|
<classes>Cleric, Wizard, Warlock</classes>
|
||||||
|
<text>When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present.
|
||||||
|
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
|
||||||
|
Source: Acquisitions Incorporated p. 76</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Jim's Glowing Coin</name>
|
||||||
|
<level>2</level>
|
||||||
|
<school>EN</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>60 feet</range>
|
||||||
|
<components>S, M (a coin), R</components>
|
||||||
|
<duration>1 minute</duration>
|
||||||
|
<classes>Wizard</classes>
|
||||||
|
<text>Of the many tactics employed by master magician and renowned adventurer Jim Darkmagic, the old glowing coin trick is a time-honored classic. When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.
|
||||||
|
Source: Acquisitions Incorporated p. 76</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Jim's Magic Missile</name>
|
||||||
|
<level>1</level>
|
||||||
|
<school>EV</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>120 feet</range>
|
||||||
|
<components>V, S, R</components>
|
||||||
|
<duration>Instantaneous</duration>
|
||||||
|
<classes>Wizard</classes>
|
||||||
|
<text>Jim's magic missile is an ancient and powerful spell, as well as being the name of my band in Wizard Academy.
|
||||||
|
Any apprentice wizard can cast a boring old magic missile. Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather's magic with this improved version of the spell, as used by Jim Darkmagic!
|
||||||
|
You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target.
|
||||||
|
If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the royalty component increases by 1 gp, for each slot level above 1st.
|
||||||
|
Source: Acquisitions Incorporated p. 76</text>
|
||||||
|
<roll>2d4</roll>
|
||||||
|
<roll>5d4</roll>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Motivational Speech</name>
|
||||||
|
<level>3</level>
|
||||||
|
<school>EN</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 minute</time>
|
||||||
|
<range>60 feet</range>
|
||||||
|
<components>V</components>
|
||||||
|
<duration>1 hour</duration>
|
||||||
|
<classes>Bard, Cleric</classes>
|
||||||
|
<text>I once heard a motivational speech by Jim and it was the worst ninety seconds of my life. What does Omin see in him, anyway?
|
||||||
|
You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.
|
||||||
|
Source: Acquisitions Incorporated p. 77</text>
|
||||||
|
</spell>
|
||||||
|
</compendium>
|
||||||
2930
FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/bestiary-bgdia.xml
Executable file
2930
FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/bestiary-bgdia.xml
Executable file
File diff suppressed because it is too large
Load Diff
4347
FightClub5eXML/Sources/CurseOfStrahd/bestiary-cos.xml
Executable file
4347
FightClub5eXML/Sources/CurseOfStrahd/bestiary-cos.xml
Executable file
File diff suppressed because it is too large
Load Diff
61
FightClub5eXML/Sources/DivineContention/bestiary-dc.xml
Executable file
61
FightClub5eXML/Sources/DivineContention/bestiary-dc.xml
Executable file
@@ -0,0 +1,61 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<monster>
|
||||||
|
<name>Ebondeath</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>undead</type>
|
||||||
|
<alignment>Any alignment</alignment>
|
||||||
|
<ac>15</ac>
|
||||||
|
<hp>225 (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, piercing, slashing from nonmagical attacks</resist>
|
||||||
|
<immune>cold, necrotic, poison</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Ethereal Sight</name>
|
||||||
|
<text>Ebondeath can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Incorporeal Movement</name>
|
||||||
|
<text>Ebondeath can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Legendary Resistance (3/Day)</name>
|
||||||
|
<text>If the dragon fails a saving throw, it can choose to succeed instead.</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>Ebondeath 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>Horrifying Visage</name>
|
||||||
|
<text>Each non-undead creature within 60 feet of Ebondeath 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 Ebondeath'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>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Possession (Recharge 6)</name>
|
||||||
|
<text>One humanoid that Ebondeath can see within 5 feet of it must succeed on a DC 20 Charisma saving throw or be possessed by Ebondeath; Ebondeath then disappears, and the target is incapacitated and loses control of its body. Ebondeath now controls the body but doesn't deprive the target of awareness. Ebondeath 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, including gaining access to the target's knowledge, class features, and proficiencies.</text>
|
||||||
|
<text>The possession lasts until the body drops to 0 hit points, Ebondeath ends it as a bonus action, or Ebondeath is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Ebondeath reappears in an unoccupied space within 5 feet of the body. The target is immune to Ebondeath Possession for 24 hours after succeeding on the saving throw or after the possession ends.</text>
|
||||||
|
</action>
|
||||||
|
<description>Over a thousand years ago, the black dragon Chardansearavitriol, commonly known as Ebondeath, settled in the Mere of Dead Men, making his lair in the ruined citadel of Uthtower. Ebondeath became a dracolich and was worshiped by the Cult of the Dragon until the death god Myrkul's influence waned across Faerûn and the dragon's bones turned to dust.
|
||||||
|
Source: Essentials Kit: Divine Contention</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
</compendium>
|
||||||
252
FightClub5eXML/Sources/DragonOfIcespirePeak/bestiary-dip.xml
Executable file
252
FightClub5eXML/Sources/DragonOfIcespirePeak/bestiary-dip.xml
Executable file
@@ -0,0 +1,252 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<monster>
|
||||||
|
<name>Anchorite of Talos</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid (half-orc, shapechanger)</type>
|
||||||
|
<alignment>Neutral Evil</alignment>
|
||||||
|
<ac>13 (hide armor)</ac>
|
||||||
|
<hp>58 (9d8+18)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>16</str>
|
||||||
|
<dex>13</dex>
|
||||||
|
<con>14</con>
|
||||||
|
<int>9</int>
|
||||||
|
<wis>15</wis>
|
||||||
|
<cha>12</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Nature +1, Stealth +3, Survival +4</skill>
|
||||||
|
<passive>12</passive>
|
||||||
|
<languages>Common, Orc</languages>
|
||||||
|
<cr>3</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Shapechanger</name>
|
||||||
|
<text>The anchorite can use its action to polymorph into a boar or back into its true form, which is humanoid. Its statistics 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>
|
||||||
|
<action>
|
||||||
|
<name>Clawed Gauntlet (Humanoid Form Only)</name>
|
||||||
|
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) slashing damage.</text>
|
||||||
|
<attack>Clawed Gauntlet (Humanoid Form Only)|+5|1d4+3</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Tusk (Boar Form Only)</name>
|
||||||
|
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.</text>
|
||||||
|
<attack>Tusk (Boar Form Only)|+5|1d6+3</attack>
|
||||||
|
</action>
|
||||||
|
<trait>
|
||||||
|
<name>Innate Spellcasting</name>
|
||||||
|
<text>The anchorite's innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:</text>
|
||||||
|
<text>3/day: thunderwave (2d8 damage)</text>
|
||||||
|
<text>1/day each: augury, bless, lightning bolt (8d6 damage), revivify</text>
|
||||||
|
</trait>
|
||||||
|
<spells>thunderwave, augury, bless, lightning bolt, revivify</spells>
|
||||||
|
<description>These religious recluses are granted spellcasting power by Talos, the god of storms. Their human ancestors bred with orcs, and now all anchorites of Talos are half-orcs.
|
||||||
|
Source: Essentials Kit: Dragon of Icespire Peak p. 51, Essentials Kit: Divine Contention, Essentials Kit: Sleeping Dragon's Wake</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Don-Jon Raskin</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid (human)</type>
|
||||||
|
<alignment>Neutral</alignment>
|
||||||
|
<ac>10</ac>
|
||||||
|
<hp>44 (8d8+8)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>11</str>
|
||||||
|
<dex>10</dex>
|
||||||
|
<con>13</con>
|
||||||
|
<int>12</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>14</cha>
|
||||||
|
<save>Dex +2, Con +3</save>
|
||||||
|
<skill>Deception +4, Persuasion +4</skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>Common, Dwarvish</languages>
|
||||||
|
<cr>1/2</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<trait>
|
||||||
|
<name>Brave</name>
|
||||||
|
<text>Don-Jon has advantage on saving throws against being frightened.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Not Dead Yet (Recharges after a Long Rest)</name>
|
||||||
|
<text>If damage reduces Don-Jon to 0 hit points, he drops to 1 hit point instead and gains advantage on attack rolls until the end of his next turn.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>Don-Jon makes three melee attacks.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Dagger</name>
|
||||||
|
<text>Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. 2 (1d4) piercing damage.</text>
|
||||||
|
<attack>Dagger|+2|1d4</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Sling</name>
|
||||||
|
<text>Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. 2 (1d4) bludgeoning damage.</text>
|
||||||
|
<attack>Sling|+2|1d4</attack>
|
||||||
|
</action>
|
||||||
|
<description>Adventurers who undertake the Mountain's Toe Quest meet Don-Jon Raskin, a fearless troubleshooter who has experienced more than his fair share of adventures.
|
||||||
|
Source: Essentials Kit: Dragon of Icespire Peak p. 56</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Falcon the Hunter</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid (human)</type>
|
||||||
|
<alignment>Neutral Good</alignment>
|
||||||
|
<ac>14 (studded leather armor)</ac>
|
||||||
|
<hp>112 (15d8+45)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>14</str>
|
||||||
|
<dex>15</dex>
|
||||||
|
<con>16</con>
|
||||||
|
<int>11</int>
|
||||||
|
<wis>16</wis>
|
||||||
|
<cha>15</cha>
|
||||||
|
<save>Dex +4, Wis +5</save>
|
||||||
|
<skill>Athletics +4, Perception +7, Survival +5</skill>
|
||||||
|
<passive>17</passive>
|
||||||
|
<languages>Common</languages>
|
||||||
|
<cr>4</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<trait>
|
||||||
|
<name>Archer</name>
|
||||||
|
<text>A longbow or shortbow deals one extra die of its damage when Falcon hits with it (included in his longbow attack).</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Sharpshooter</name>
|
||||||
|
<text>Falcon's ranged weapon attacks ignore half cover and three-quarters cover.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>Falcon makes three melee attacks or two ranged attacks.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Longsword</name>
|
||||||
|
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.</text>
|
||||||
|
<attack>Longsword|+4|1d8+2</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Longbow</name>
|
||||||
|
<text>Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 11 (2d8 + 2) piercing damage.</text>
|
||||||
|
<attack>Longbow|+4|2d8+2</attack>
|
||||||
|
</action>
|
||||||
|
<description>Adventurers encounter Falcon the Hunter if they visit his hunting lodge in Neverwinter Wood.
|
||||||
|
Source: Essentials Kit: Dragon of Icespire Peak p. 56</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Gorthok the Thunder Boar</name>
|
||||||
|
<size>H</size>
|
||||||
|
<type>monstrosity</type>
|
||||||
|
<alignment>Chaotic Evil</alignment>
|
||||||
|
<ac>15 (natural armor)</ac>
|
||||||
|
<hp>73 (7d12+28)</hp>
|
||||||
|
<speed>walk 50 ft.</speed>
|
||||||
|
<str>20</str>
|
||||||
|
<dex>11</dex>
|
||||||
|
<con>19</con>
|
||||||
|
<int>6</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>14</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages></languages>
|
||||||
|
<cr>6</cr>
|
||||||
|
<resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
|
||||||
|
<immune>lightning, thunder</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Relentless (Recharges after a Short or Long Rest)</name>
|
||||||
|
<text>If Gorthok takes 27 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>Gorthok makes two melee attacks: one with its lightning tusks and one with its thunder hooves.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Lightning Tusks</name>
|
||||||
|
<text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 12 (2d6 + 5) slashing damage plus 7 (2d6) lightning damage.</text>
|
||||||
|
<attack>Lightning Tusks|+8|2d6+5</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Thunder Hooves</name>
|
||||||
|
<text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) thunder damage.</text>
|
||||||
|
<attack>Thunder Hooves|+8|2d6+5</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Lightning Bolt (Recharge 6)</name>
|
||||||
|
<text>Gorthok shoots a bolt of lightning at one creature it can see within 120 feet of it. The target must make a DC 15 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one.</text>
|
||||||
|
<attack>Lightning Bolt (Recharge 6)||4d8</attack>
|
||||||
|
</action>
|
||||||
|
<description>Gorthok is a primal nature spirit that takes the form of a boar as big as an elephant, with lightning that dances along its tusks. Gorthok serves the will of Talos, god of storms, and can be summoned during stormy weather to do the bidding of Talos's evil followers. Like its patron deity, Gorthok revels in destruction.
|
||||||
|
Source: Essentials Kit: Dragon of Icespire Peak p. 58</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Rock Gnome Recluse</name>
|
||||||
|
<size>S</size>
|
||||||
|
<type>humanoid (gnome)</type>
|
||||||
|
<alignment>Chaotic Neutral</alignment>
|
||||||
|
<ac>10 (13 with mage armor)</ac>
|
||||||
|
<hp>7 (2d6)</hp>
|
||||||
|
<speed>walk 25 ft.</speed>
|
||||||
|
<str>6</str>
|
||||||
|
<dex>11</dex>
|
||||||
|
<con>10</con>
|
||||||
|
<int>15</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>13</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Arcana +4, History +4</skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>Common, Gnomish</languages>
|
||||||
|
<cr>1/4</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Gnome Cunning</name>
|
||||||
|
<text>The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Magic Missile (Expends a 1st-Level Spell Slot)</name>
|
||||||
|
<text>The gnome creates three magical darts. Each dart hits a creature the gnome chooses within 120 feet of it and deals 3 (1d4 + 1) force damage.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Ray of Frost</name>
|
||||||
|
<text>Ranged Spell Attack: +4 to hit, range 60 ft., one creature. 4 (1d8) cold damage, and the target's speed is reduced by 10 feet until the start of the gnome's next turn.</text>
|
||||||
|
<attack>Ray of Frost|+4|1d8</attack>
|
||||||
|
</action>
|
||||||
|
<trait>
|
||||||
|
<name>Spellcasting</name>
|
||||||
|
<text>The gnome is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:</text>
|
||||||
|
<text>Cantrips (at will): mage hand, prestidigitation, ray of frost (see "Actions" below)</text>
|
||||||
|
<text>• 1st level (3 slots): detect magic, mage armor, magic missile (see "Actions" below), shield</text>
|
||||||
|
</trait>
|
||||||
|
<slots>3</slots>
|
||||||
|
<spells>mage hand, prestidigitation, ray of frost, detect magic, mage armor, magic missile, shield</spells>
|
||||||
|
<description>Rock gnome recluses are skilled in the arcane arts. They use their magical talents to create all kinds of wondrous inventions, very few of which work as intended.
|
||||||
|
Source: Essentials Kit: Dragon of Icespire Peak p. 62</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
</compendium>
|
||||||
108
FightClub5eXML/Sources/DungeonMastersGuide/bestiary-dmg.xml
Executable file
108
FightClub5eXML/Sources/DungeonMastersGuide/bestiary-dmg.xml
Executable file
@@ -0,0 +1,108 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<monster>
|
||||||
|
<name>Avatar of Death</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>undead</type>
|
||||||
|
<alignment>Neutral Evil</alignment>
|
||||||
|
<ac>20</ac>
|
||||||
|
<hp>0</hp>
|
||||||
|
<speed>walk 60 ft., fly 60 ft.</speed>
|
||||||
|
<str>16</str>
|
||||||
|
<dex>16</dex>
|
||||||
|
<con>16</con>
|
||||||
|
<int>16</int>
|
||||||
|
<wis>16</wis>
|
||||||
|
<cha>16</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>13</passive>
|
||||||
|
<languages>all languages known to its summoner</languages>
|
||||||
|
<cr></cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune>necrotic, poison</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>charmed, frightened, paralyzed, petrified, poisoned, unconscious</conditionImmune>
|
||||||
|
<senses>darkvision 60 ft., truesight 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Hit Points</name>
|
||||||
|
<text>half the hit point maximum of its summoner</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Incorporeal Movement</name>
|
||||||
|
<text>The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Turn Immunity</name>
|
||||||
|
<text>The avatar is immune to features that turn undead.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Reaping Scythe</name>
|
||||||
|
<text>The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage.</text>
|
||||||
|
</action>
|
||||||
|
<description>Summoned by the "Skull" card from the Deck of Many Things.
|
||||||
|
Source: Dungeon Master's Guide p. 164</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Giant Fly</name>
|
||||||
|
<size>L</size>
|
||||||
|
<type>beast</type>
|
||||||
|
<alignment>Unaligned</alignment>
|
||||||
|
<ac>11</ac>
|
||||||
|
<hp>19 (3d10+3)</hp>
|
||||||
|
<speed>walk 30 ft., fly 60 ft.</speed>
|
||||||
|
<str>14</str>
|
||||||
|
<dex>13</dex>
|
||||||
|
<con>13</con>
|
||||||
|
<int>2</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>3</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages></languages>
|
||||||
|
<cr>0</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<description>
|
||||||
|
Source: Dungeon Master's Guide p. 169</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Larva</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>fiend</type>
|
||||||
|
<alignment>Neutral Evil</alignment>
|
||||||
|
<ac>9</ac>
|
||||||
|
<hp>9 (2d8)</hp>
|
||||||
|
<speed>walk 20 ft.</speed>
|
||||||
|
<str>9</str>
|
||||||
|
<dex>9</dex>
|
||||||
|
<con>10</con>
|
||||||
|
<int>6</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>2</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>understands the languages it knew in life but can't speak</languages>
|
||||||
|
<cr>0</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<action>
|
||||||
|
<name>Bite</name>
|
||||||
|
<text>Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 1 (1d4 - 1) piercing damage.</text>
|
||||||
|
<attack>Bite|+1|1d4-1</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Dungeon Master's Guide p. 63, Baldur's Gate: Descent Into Avernus</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
</compendium>
|
||||||
2717
FightClub5eXML/Sources/EberronRisingFromTheLastWar/bestiary-erlw.xml
Executable file
2717
FightClub5eXML/Sources/EberronRisingFromTheLastWar/bestiary-erlw.xml
Executable file
File diff suppressed because it is too large
Load Diff
2680
FightClub5eXML/Sources/ExplorersGuideToWildemount/bestiary-egw.xml
Executable file
2680
FightClub5eXML/Sources/ExplorersGuideToWildemount/bestiary-egw.xml
Executable file
File diff suppressed because it is too large
Load Diff
262
FightClub5eXML/Sources/ExplorersGuideToWildemount/spells-egw.xml
Executable file
262
FightClub5eXML/Sources/ExplorersGuideToWildemount/spells-egw.xml
Executable file
@@ -0,0 +1,262 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<spell>
|
||||||
|
<name>Dark Star</name>
|
||||||
|
<level>8</level>
|
||||||
|
<school>EV</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>150 feet</range>
|
||||||
|
<components>V, S, M (a shard of onyx and a drop of the caster's blood, both of which the spell consumes)</components>
|
||||||
|
<duration>Concentration, up to 1 minute</duration>
|
||||||
|
<classes>Wizard (Graviturgy)</classes>
|
||||||
|
<text>This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with magical darkness and crushing gravitational force.
|
||||||
|
For the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
|
||||||
|
Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.
|
||||||
|
Source: Explorer's Guide to Wildemount p. 186</text>
|
||||||
|
<roll>8d10</roll>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Fortune's Favor</name>
|
||||||
|
<level>2</level>
|
||||||
|
<school>D</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 minute</time>
|
||||||
|
<range>Touch</range>
|
||||||
|
<components>V, S, M (a white pearl worth at least 100 gp, which the spell consumes)</components>
|
||||||
|
<duration>1 hour</duration>
|
||||||
|
<classes>Wizard (Chronurgy), Wizard (Graviturgy)</classes>
|
||||||
|
<text>You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.
|
||||||
|
If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|
||||||
|
Source: Explorer's Guide to Wildemount p. 186</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Gift of Alacrity</name>
|
||||||
|
<level>1</level>
|
||||||
|
<school>D</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 minute</time>
|
||||||
|
<range>Touch</range>
|
||||||
|
<components>V, S</components>
|
||||||
|
<duration>8 hours</duration>
|
||||||
|
<classes>Wizard (Chronurgy)</classes>
|
||||||
|
<text>You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.
|
||||||
|
Source: Explorer's Guide to Wildemount p. 186</text>
|
||||||
|
<roll>1d8</roll>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Gravity Fissure</name>
|
||||||
|
<level>6</level>
|
||||||
|
<school>EV</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>Self (100-foot line)</range>
|
||||||
|
<components>V, S, M (a fistful of iron filings)</components>
|
||||||
|
<duration>Instantaneous</duration>
|
||||||
|
<classes>Wizard (Graviturgy)</classes>
|
||||||
|
<text>You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.
|
||||||
|
Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
|
||||||
|
Source: Explorer's Guide to Wildemount p. 187</text>
|
||||||
|
<roll>8d8</roll>
|
||||||
|
<roll>9d8</roll>
|
||||||
|
<roll>10d8</roll>
|
||||||
|
<roll>11d8</roll>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Gravity Sinkhole</name>
|
||||||
|
<level>4</level>
|
||||||
|
<school>EV</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>120 feet</range>
|
||||||
|
<components>V, S, M (a black marble)</components>
|
||||||
|
<duration>Instantaneous</duration>
|
||||||
|
<classes>Wizard (Graviturgy)</classes>
|
||||||
|
<text>A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
|
||||||
|
Source: Explorer's Guide to Wildemount p. 187</text>
|
||||||
|
<roll>5d10</roll>
|
||||||
|
<roll>6d10</roll>
|
||||||
|
<roll>7d10</roll>
|
||||||
|
<roll>8d10</roll>
|
||||||
|
<roll>9d10</roll>
|
||||||
|
<roll>10d10</roll>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Immovable Object</name>
|
||||||
|
<level>2</level>
|
||||||
|
<school>T</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>Touch</range>
|
||||||
|
<components>V, S, M (gold dust worth at least 25 gp, which the spell consumes)</components>
|
||||||
|
<duration>1 hour</duration>
|
||||||
|
<classes>Wizard (Graviturgy)</classes>
|
||||||
|
<text>You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.
|
||||||
|
If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.
|
||||||
|
At Higher Levels:
|
||||||
|
If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.
|
||||||
|
Source: Explorer's Guide to Wildemount p. 187</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Magnify Gravity</name>
|
||||||
|
<level>1</level>
|
||||||
|
<school>T</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>60 feet</range>
|
||||||
|
<components>V, S</components>
|
||||||
|
<duration>1 round</duration>
|
||||||
|
<classes>Wizard (Graviturgy)</classes>
|
||||||
|
<text>The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.
|
||||||
|
Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
|
||||||
|
Source: Explorer's Guide to Wildemount p. 188</text>
|
||||||
|
<roll>2d8</roll>
|
||||||
|
<roll>3d8</roll>
|
||||||
|
<roll>4d8</roll>
|
||||||
|
<roll>5d8</roll>
|
||||||
|
<roll>6d8</roll>
|
||||||
|
<roll>7d8</roll>
|
||||||
|
<roll>8d8</roll>
|
||||||
|
<roll>9d8</roll>
|
||||||
|
<roll>10d8</roll>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Pulse Wave</name>
|
||||||
|
<level>3</level>
|
||||||
|
<school>EV</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>Self (30-foot cone)</range>
|
||||||
|
<components>V, S</components>
|
||||||
|
<duration>Instantaneous</duration>
|
||||||
|
<classes>Wizard (Chronurgy), Wizard (Graviturgy)</classes>
|
||||||
|
<text>You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.
|
||||||
|
In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.
|
||||||
|
Source: Explorer's Guide to Wildemount p. 188</text>
|
||||||
|
<roll>6d6</roll>
|
||||||
|
<roll>1d6</roll>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Ravenous Void</name>
|
||||||
|
<level>9</level>
|
||||||
|
<school>EV</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>1000 feet</range>
|
||||||
|
<components>V, S, M (a small, nine-pointed star made of iron)</components>
|
||||||
|
<duration>Concentration, up to 1 minute</duration>
|
||||||
|
<classes>Wizard (Graviturgy)</classes>
|
||||||
|
<text>You create a 20-foot-radius sphere of destructive gravitational force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried.
|
||||||
|
When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.
|
||||||
|
A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any nonmagical items it is wearing or carrying.
|
||||||
|
Source: Explorer's Guide to Wildemount p. 188</text>
|
||||||
|
<roll>5d10</roll>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Reality Break</name>
|
||||||
|
<level>8</level>
|
||||||
|
<school>C</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>60 feet</range>
|
||||||
|
<components>V, S, M (a crystal prism)</components>
|
||||||
|
<duration>Concentration, up to 1 minute</duration>
|
||||||
|
<classes>Wizard (Chronurgy)</classes>
|
||||||
|
<text>You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target, as shown on the Reality Break Effects table.
|
||||||
|
At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success.
|
||||||
|
Reality Break Effects
|
||||||
|
d10 | Effect
|
||||||
|
1-2 | Vision of the Far Realm. The target takes 6d12 psychic damage, and it is stunned until the end of the turn.
|
||||||
|
3-5 | Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful one.
|
||||||
|
6-8 | Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone.
|
||||||
|
9-10 | Chill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn.
|
||||||
|
Source: Explorer's Guide to Wildemount p. 189</text>
|
||||||
|
<roll>6d12</roll>
|
||||||
|
<roll>8d12</roll>
|
||||||
|
<roll>10d12</roll>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Sapping Sting</name>
|
||||||
|
<level>0</level>
|
||||||
|
<school>N</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>30 feet</range>
|
||||||
|
<components>V, S</components>
|
||||||
|
<duration>Instantaneous</duration>
|
||||||
|
<classes>Wizard (Chronurgy), Wizard (Graviturgy)</classes>
|
||||||
|
<text>You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.
|
||||||
|
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
|
||||||
|
Source: Explorer's Guide to Wildemount p. 189</text>
|
||||||
|
<roll>1d4</roll>
|
||||||
|
<roll>2d4</roll>
|
||||||
|
<roll>3d4</roll>
|
||||||
|
<roll>4d4</roll>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Temporal Shunt</name>
|
||||||
|
<level>5</level>
|
||||||
|
<school>T</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 reaction</time>
|
||||||
|
<range>120 feet</range>
|
||||||
|
<components>V, S</components>
|
||||||
|
<duration>1 round</duration>
|
||||||
|
<classes>Wizard (Chronurgy)</classes>
|
||||||
|
<text>You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other.
|
||||||
|
Source: Explorer's Guide to Wildemount p. 189</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Tether Essence</name>
|
||||||
|
<level>7</level>
|
||||||
|
<school>N</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>60 feet</range>
|
||||||
|
<components>V, S, M (a spool of platinum cord worth at least 250 gp, which the spell consumes)</components>
|
||||||
|
<duration>Concentration, up to 1 hour</duration>
|
||||||
|
<classes>Wizard (Chronurgy), Wizard (Graviturgy)</classes>
|
||||||
|
<text>Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.
|
||||||
|
Source: Explorer's Guide to Wildemount p. 189</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Time Ravage</name>
|
||||||
|
<level>9</level>
|
||||||
|
<school>N</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>90 feet</range>
|
||||||
|
<components>V, S, M (an hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes)</components>
|
||||||
|
<duration>Instantaneous</duration>
|
||||||
|
<classes>Wizard (Chronurgy)</classes>
|
||||||
|
<text>You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the wish spell or the greater restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age.
|
||||||
|
Source: Explorer's Guide to Wildemount p. 189</text>
|
||||||
|
<roll>10d12</roll>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Wristpocket</name>
|
||||||
|
<level>2</level>
|
||||||
|
<school>C</school>
|
||||||
|
<ritual>YES</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>Self</range>
|
||||||
|
<components>S</components>
|
||||||
|
<duration>Concentration, up to 1 hour</duration>
|
||||||
|
<classes>Wizard (Chronurgy), Wizard (Graviturgy)</classes>
|
||||||
|
<text>You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.
|
||||||
|
Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.
|
||||||
|
Source: Explorer's Guide to Wildemount p. 190</text>
|
||||||
|
</spell>
|
||||||
|
</compendium>
|
||||||
2987
FightClub5eXML/Sources/GhostsOfSaltmarsh/bestiary-gos.xml
Executable file
2987
FightClub5eXML/Sources/GhostsOfSaltmarsh/bestiary-gos.xml
Executable file
File diff suppressed because it is too large
Load Diff
4566
FightClub5eXML/Sources/GuildmastersGuideToRavnica/bestiary-ggr.xml
Executable file
4566
FightClub5eXML/Sources/GuildmastersGuideToRavnica/bestiary-ggr.xml
Executable file
File diff suppressed because it is too large
Load Diff
18
FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-ggr.xml
Executable file
18
FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-ggr.xml
Executable file
@@ -0,0 +1,18 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<spell>
|
||||||
|
<name>Encode Thoughts</name>
|
||||||
|
<level>0</level>
|
||||||
|
<school>EN</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>Self</range>
|
||||||
|
<components>S</components>
|
||||||
|
<duration>8 hours</duration>
|
||||||
|
<classes></classes>
|
||||||
|
<text>Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.
|
||||||
|
If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.
|
||||||
|
Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)
|
||||||
|
Source: Guildmasters' Guide to Ravnica p. 47</text>
|
||||||
|
</spell>
|
||||||
|
</compendium>
|
||||||
1223
FightClub5eXML/Sources/HoardOfTheDragonQueen/bestiary-hotdq.xml
Executable file
1223
FightClub5eXML/Sources/HoardOfTheDragonQueen/bestiary-hotdq.xml
Executable file
File diff suppressed because it is too large
Load Diff
120
FightClub5eXML/Sources/HuntForTheThesselhydra/bestiary-hftt.xml
Executable file
120
FightClub5eXML/Sources/HuntForTheThesselhydra/bestiary-hftt.xml
Executable file
@@ -0,0 +1,120 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<monster>
|
||||||
|
<name>Demogorgon (monstrosity)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>monstrosity</type>
|
||||||
|
<alignment>Unaligned</alignment>
|
||||||
|
<ac>15 (natural armor)</ac>
|
||||||
|
<hp>60 (8d8+24)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>16</str>
|
||||||
|
<dex>12</dex>
|
||||||
|
<con>16</con>
|
||||||
|
<int>3</int>
|
||||||
|
<wis>12</wis>
|
||||||
|
<cha>5</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Perception +3, Stealth +5</skill>
|
||||||
|
<passive>13</passive>
|
||||||
|
<languages></languages>
|
||||||
|
<cr>4</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>blindsight 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Keen Smell</name>
|
||||||
|
<text>The Demogorgon (monstrosity) has advantage on Wisdom (Perception) checks that rely on smell.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Blood Frenzy</name>
|
||||||
|
<text>The Demogorgon (monstrosity) has advantage on melee attack rolls against any creature that doesn't have all its hit points.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Regeneration</name>
|
||||||
|
<text>The Demogorgon (monstrosity) regains 10 hit points at the start of its turn. If the Demogorgon (monstrosity) takes acid or fire damage, this trait doesn't function at the start of the Demogorgon (monstrosity)'s next turn. The Demogorgon (monstrosity) dies only if it starts its turn with 0 hit points and doesn't regenerate.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The Demogorgon (monstrosity) 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. 7 (1d8 + 3) piercing damage.</text>
|
||||||
|
<attack>Bite|+5|1d8+3</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Claw</name>
|
||||||
|
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 12 (2d8 + 3) slashing damage.</text>
|
||||||
|
<attack>Claw|+5|2d8+3</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Hunt for the Thessalhydra p. 36</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Thessalhydra</name>
|
||||||
|
<size>H</size>
|
||||||
|
<type>monstrosity</type>
|
||||||
|
<alignment>Unaligned</alignment>
|
||||||
|
<ac>14 (natural armor)</ac>
|
||||||
|
<hp>69 (6d12+30)</hp>
|
||||||
|
<speed>walk 30 ft., swim 30 ft.</speed>
|
||||||
|
<str>19</str>
|
||||||
|
<dex>12</dex>
|
||||||
|
<con>20</con>
|
||||||
|
<int>5</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>7</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Perception +4</skill>
|
||||||
|
<passive>14</passive>
|
||||||
|
<languages></languages>
|
||||||
|
<cr>4</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune>acid</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>blinded, charmed, deafened, frightened, stunned</conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The thessalhydra makes one maw attack and one Flurry of Bites.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Flurry of Bites</name>
|
||||||
|
<text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 7 (1d6 + 4) piercing damage plus 10 (4d4) poison damage.</text>
|
||||||
|
<attack>Flurry of Bites|+7|1d6+4</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Maw</name>
|
||||||
|
<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d10 + 4) piercing damage plus 5 (1d10) acid damage.</text>
|
||||||
|
<attack>Maw|+7|1d10+4</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Tail Pincer</name>
|
||||||
|
<text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 10 (1d12 + 4) slashing damage, and the target is grappled. As an action, the target can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check (its choice). Until this grapple ends, the thessalhydra can't use its tail pincer.</text>
|
||||||
|
<attack>Tail Pincer|+7|1d12+4</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Acid Saliva (Recharge 5-6)</name>
|
||||||
|
<text>The thessalhydra spits a glob of acid at a point it can see within 30 feet of it. Each creature within 10 feet of that point must make a DC 15 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.</text>
|
||||||
|
<attack>Acid Saliva (Recharge 5-6)||4d8</attack>
|
||||||
|
</action>
|
||||||
|
<legendary>
|
||||||
|
<text>The monstrosity 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. The monstrosity regains spent legendary actions at the start of its turn.</text>
|
||||||
|
</legendary>
|
||||||
|
<legendary>
|
||||||
|
<name>Detect</name>
|
||||||
|
<text>The thessalhydra makes a Wisdom (Perception) check with advantage.</text>
|
||||||
|
</legendary>
|
||||||
|
<legendary>
|
||||||
|
<name>Tail Swipe</name>
|
||||||
|
<text>The thessalhydra makes a tail pincer attack.</text>
|
||||||
|
</legendary>
|
||||||
|
<description>The thessalhydra is a strange and terrible creature with eight heads surrounding a large, circular mouth rimmed with jagged teeth. Its maw drips with acid, and its tail ends with a pair of sharp pincers. The thessalhydra is gluttonous and damaging to any environment.
|
||||||
|
Source: Hunt for the Thessalhydra p. 41, Infernal Machine Rebuild</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
</compendium>
|
||||||
4360
FightClub5eXML/Sources/IcewindDaleRimeOfTheFrostmaiden/bestiary-idrotf.xml
Executable file
4360
FightClub5eXML/Sources/IcewindDaleRimeOfTheFrostmaiden/bestiary-idrotf.xml
Executable file
File diff suppressed because it is too large
Load Diff
53
FightClub5eXML/Sources/IcewindDaleRimeOfTheFrostmaiden/spells-idrotf.xml
Executable file
53
FightClub5eXML/Sources/IcewindDaleRimeOfTheFrostmaiden/spells-idrotf.xml
Executable file
@@ -0,0 +1,53 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<spell>
|
||||||
|
<name>Blade of Disaster</name>
|
||||||
|
<level>9</level>
|
||||||
|
<school>C</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 bonus action</time>
|
||||||
|
<range>60 feet</range>
|
||||||
|
<components>V, S</components>
|
||||||
|
<duration>Concentration, up to 1 minute</duration>
|
||||||
|
<classes>Wizard</classes>
|
||||||
|
<text>You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).
|
||||||
|
As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.
|
||||||
|
The blade can harmlessly pass through any barrier, including a wall of force.
|
||||||
|
Source: Icewind Dale: Rime of the Frostmaiden p. 318</text>
|
||||||
|
<roll>4d12</roll>
|
||||||
|
<roll>8d12</roll>
|
||||||
|
<roll>12d12</roll>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Create Magen</name>
|
||||||
|
<level>7</level>
|
||||||
|
<school>T</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 hour</time>
|
||||||
|
<range>Touch</range>
|
||||||
|
<components>V, S, M (a vial of quicksilver worth 500 gp and a life-sized human doll, both of which the spell consumes, and an intricate crystal rod worth at least 1,500 gp that is not consumed)</components>
|
||||||
|
<duration>Instantaneous</duration>
|
||||||
|
<classes>Wizard</classes>
|
||||||
|
<text>While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crystal rod, transforming it into a magen clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell. See appendix C for different kinds of magen and their statistics.
|
||||||
|
When the magen appears, your hit point maximum decreases by an amount equal to the magen's challenge rating (minimum reduction of 1). Only a wish spell can undo this reduction to your hit point maximum.
|
||||||
|
Any magen you create with this spell obeys your commands without question.
|
||||||
|
Source: Icewind Dale: Rime of the Frostmaiden p. 318</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Frost Fingers</name>
|
||||||
|
<level>1</level>
|
||||||
|
<school>EV</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>Self (15-foot cone)</range>
|
||||||
|
<components>V, S</components>
|
||||||
|
<duration>Instantaneous</duration>
|
||||||
|
<classes>Wizard</classes>
|
||||||
|
<text>Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.
|
||||||
|
The cold freezes nonmagical liquids in the area that aren't being worn or carried.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
|
||||||
|
Source: Icewind Dale: Rime of the Frostmaiden p. 318</text>
|
||||||
|
<roll>2d8</roll>
|
||||||
|
</spell>
|
||||||
|
</compendium>
|
||||||
1384
FightClub5eXML/Sources/InfernalMachineRebuild/bestiary-imr.xml
Executable file
1384
FightClub5eXML/Sources/InfernalMachineRebuild/bestiary-imr.xml
Executable file
File diff suppressed because it is too large
Load Diff
140
FightClub5eXML/Sources/KrenkosWay/bestiary-kkw.xml
Executable file
140
FightClub5eXML/Sources/KrenkosWay/bestiary-kkw.xml
Executable file
@@ -0,0 +1,140 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<monster>
|
||||||
|
<name>Goblin Gang Member</name>
|
||||||
|
<size>S</size>
|
||||||
|
<type>humanoid (goblinoid)</type>
|
||||||
|
<alignment>Neutral Evil</alignment>
|
||||||
|
<ac>14 (leather armor)</ac>
|
||||||
|
<hp>10 (3d6)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>8</str>
|
||||||
|
<dex>16</dex>
|
||||||
|
<con>10</con>
|
||||||
|
<int>10</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>8</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Stealth +5</skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>Common, Goblin</languages>
|
||||||
|
<cr>1/4</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Nimble Escape</name>
|
||||||
|
<text>The goblin can take the Disengage or Hide action as a bonus action on each of its turns.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Dagger</name>
|
||||||
|
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage.</text>
|
||||||
|
<attack>Dagger|+5|1d4+3</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Light Crossbow</name>
|
||||||
|
<text>Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. 7 (1d8 + 3) piercing damage.</text>
|
||||||
|
<attack>Light Crossbow|+5|1d8+3</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Krenko's Way p. 167</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Krenko</name>
|
||||||
|
<size>S</size>
|
||||||
|
<type>humanoid (goblinoid)</type>
|
||||||
|
<alignment>Neutral Evil</alignment>
|
||||||
|
<ac>17 (chain shirt, shield)</ac>
|
||||||
|
<hp>21 (6d6)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>10</str>
|
||||||
|
<dex>14</dex>
|
||||||
|
<con>10</con>
|
||||||
|
<int>10</int>
|
||||||
|
<wis>8</wis>
|
||||||
|
<cha>14</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Stealth +6, Deception +4, Persuasion +4</skill>
|
||||||
|
<passive>9</passive>
|
||||||
|
<languages>Common, Goblin</languages>
|
||||||
|
<cr>1</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Nimble Escape</name>
|
||||||
|
<text>Krenko can take the Disengage or Hide action as a bonus action on each of his turns.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>Krenko makes two attacks with his scimitar.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Scimitar</name>
|
||||||
|
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage plus 2 (1d4) poison damage..</text>
|
||||||
|
<attack>Scimitar|+4|1d6+2</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Light Crossbow</name>
|
||||||
|
<text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 6 (1d8 + 2) piercing damage.</text>
|
||||||
|
<attack>Light Crossbow|+4|1d8+2</attack>
|
||||||
|
</action>
|
||||||
|
<reaction>
|
||||||
|
<name>Redirect Attack</name>
|
||||||
|
<text>When a creature Krenko can see targets him with an attack, Krenko chooses another goblin within 5 feet of him. The two goblins swap places, and the chosen goblin becomes the target instead.</text>
|
||||||
|
</reaction>
|
||||||
|
<description>
|
||||||
|
Source: Krenko's Way p. 168</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Loading Rig</name>
|
||||||
|
<size>L</size>
|
||||||
|
<type>construct</type>
|
||||||
|
<alignment>Unaligned</alignment>
|
||||||
|
<ac>18 (natural armor)</ac>
|
||||||
|
<hp>39 (6d10+6)</hp>
|
||||||
|
<speed>walk 25 ft.</speed>
|
||||||
|
<str>18</str>
|
||||||
|
<dex>11</dex>
|
||||||
|
<con>13</con>
|
||||||
|
<int>1</int>
|
||||||
|
<wis>3</wis>
|
||||||
|
<cha>1</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>6</passive>
|
||||||
|
<languages></languages>
|
||||||
|
<cr>1</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune>poison, psychic</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
|
||||||
|
<senses>blindsight 60 ft. (blind beyond this radius)</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Antimagic Susceptibility</name>
|
||||||
|
<text>The rig is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rig must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Unstable</name>
|
||||||
|
<text>If the rig takes damage, it must succeed on a DC 10 Constitution saving throw or be incapacitated with a speed of 0 until a creature activates it with a successful DC 10 Intelligence (Arcana) check made as an action.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The armor makes two melee attacks.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Slam</name>
|
||||||
|
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage.</text>
|
||||||
|
<attack>Slam|+6|1d6+4</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Krenko's Way p. 170</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
</compendium>
|
||||||
411
FightClub5eXML/Sources/LocathahRising/bestiary-lr.xml
Executable file
411
FightClub5eXML/Sources/LocathahRising/bestiary-lr.xml
Executable file
@@ -0,0 +1,411 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<monster>
|
||||||
|
<name>Amble</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid (tortle)</type>
|
||||||
|
<alignment>Lawful Good</alignment>
|
||||||
|
<ac>18 (natural armor, ring of protection)</ac>
|
||||||
|
<hp>90 (12d8+36)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>14</str>
|
||||||
|
<dex>10</dex>
|
||||||
|
<con>16</con>
|
||||||
|
<int>10</int>
|
||||||
|
<wis>18</wis>
|
||||||
|
<cha>14</cha>
|
||||||
|
<save>Str +6, Dex +4, Con +7, Int +4, Wis +8, Cha +6</save>
|
||||||
|
<skill>Animal handling +8, Insight +8, Medicine +8, Perception +8, Survival +8</skill>
|
||||||
|
<passive>18</passive>
|
||||||
|
<languages>Aquan, Common, Druidic</languages>
|
||||||
|
<cr>10</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<trait>
|
||||||
|
<name>Hearth of Moonlight and Shadow</name>
|
||||||
|
<text>At the start of a short or long rest, Amble can touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.</text>
|
||||||
|
<text>While within the sphere, Amble and their allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere isn't visible outside it.</text>
|
||||||
|
<text>The sphere vanishes at the end of the rest or when Amble leaves the sphere.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Hold Breath</name>
|
||||||
|
<text>Amble can hold their breath for up to 1 hour at a time.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Balm of the Summer Court (12d6)</name>
|
||||||
|
<text>(As a Bonus Action) Amble can choose one creature they can see within 120 feet of them and spend up to 6d6 of their die pool. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. Amble regains all expended dice when they finish a long rest.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Hidden Paths (4/Day)</name>
|
||||||
|
<text>(As a Bonus Action) Amble may teleport up to 60 feet to an unoccupied space they can see.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Change Shape (2/Day)</name>
|
||||||
|
<text>Amble magically polymorphs into a beast with a challenge rating of 1 or less, and can remain in this form for up to 6 hours. Amble's equipment melds with their new form. Amble reverts to their true form if they die or fall unconscious. Amble can revert to their true form using a bonus action on their turn.</text>
|
||||||
|
<text>Amble's game statistics are replaced by the statistics of the beast, but they retain their alignment, personality, and Intelligence, Wisdom, and Charisma scores. Amble also retains all their skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as Amble and the bonus in its stat block is higher, use the creature's bonus instead of Amble's.</text>
|
||||||
|
<text>When Amble transforms, they assume the beast's hit points and Hit Dice. When Amble reverts to their normal form, they return to the number of hit points they had before they transformed. However, if Amble reverts as a result of dropping to 0 hit points, any excess damage carries over their normal form.</text>
|
||||||
|
<text>Amble can't cast spells, and their ability to speak or take any action that requires hands is limited to the capabilities of their beast form. Transforming doesn't break Amble's concentration on a spell they've already cast however, or prevent them from taking actions that are part of a spell.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Claws</name>
|
||||||
|
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage.</text>
|
||||||
|
<attack>Claws|+6|1d4+2</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Club</name>
|
||||||
|
<text>Melee Weapon Attack: +6 to hit (+8 to hit with shillelagh), reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.</text>
|
||||||
|
<attack>Club|+6|1d6+2</attack>
|
||||||
|
</action>
|
||||||
|
<trait>
|
||||||
|
<name>Spellcasting</name>
|
||||||
|
<text>Amble is a 12th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). Amble has the following druid spells prepared:</text>
|
||||||
|
<text>Cantrips (at will): guidance, mending, shape water, shillelagh</text>
|
||||||
|
<text>• 1st level (4 slots): absorb elements, cure wounds, entangle, speak with animals</text>
|
||||||
|
<text>• 2nd level (3 slots): darkvision, hold person, lesser restoration, moonbeam</text>
|
||||||
|
<text>• 3rd level (3 slots): conjure animals, dispel magic, water breathing</text>
|
||||||
|
<text>• 4th level (3 slots): charm monster, freedom of movement</text>
|
||||||
|
<text>• 5th level (2 slots): greater restoration, mass cure wounds</text>
|
||||||
|
<text>• 6th level (1 slots): conjure fey</text>
|
||||||
|
</trait>
|
||||||
|
<slots>4, 3, 3, 3, 2, 1</slots>
|
||||||
|
<spells>guidance, mending, shape water, shillelagh, absorb elements, cure wounds, entangle, speak with animals, darkvision, hold person, lesser restoration, moonbeam, conjure animals, dispel magic, water breathing, charm monster, freedom of movement, greater restoration, mass cure wounds, conjure fey</spells>
|
||||||
|
<description>
|
||||||
|
Source: Locathah Rising p. 15</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Fhenimore</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid (any race)</type>
|
||||||
|
<alignment>Any Evil Alignment</alignment>
|
||||||
|
<ac>10</ac>
|
||||||
|
<hp>75 (10d8+30)</hp>
|
||||||
|
<speed>walk 30 ft., swim 30 ft.</speed>
|
||||||
|
<str>12</str>
|
||||||
|
<dex>10</dex>
|
||||||
|
<con>16</con>
|
||||||
|
<int>10</int>
|
||||||
|
<wis>15</wis>
|
||||||
|
<cha>14</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Perception +5</skill>
|
||||||
|
<passive>15</passive>
|
||||||
|
<languages>any two languages</languages>
|
||||||
|
<cr>5</cr>
|
||||||
|
<resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<trait>
|
||||||
|
<name>Amphibious</name>
|
||||||
|
<text>Fhenimore can breathe air and water.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Blood Frenzy</name>
|
||||||
|
<text>Fhenimore has advantage on melee attack rolls against any creature that doesn't have all its hit points.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Thunderous Touch</name>
|
||||||
|
<text>Melee Spell Attack: +5 to hit, reach 5 ft., one creature. 27 (5d10) thunder damage.</text>
|
||||||
|
<attack>Thunderous Touch|+5|5d10</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Bite</name>
|
||||||
|
<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d10 + 3) piercing damage.</text>
|
||||||
|
<attack>Bite|+7|1d10+3</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>Fhenimore can attack once with her bite attack and once with Thunderous Touch.</text>
|
||||||
|
</action>
|
||||||
|
<trait>
|
||||||
|
<name>Innate Spellcasting</name>
|
||||||
|
<text>Fhenimore's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
|
||||||
|
<text>At will: command, create or destroy water</text>
|
||||||
|
<text>3/day each: control water, darkness, water breathing, water walk</text>
|
||||||
|
<text>1/day each: call lightning, Evard's black tentacles</text>
|
||||||
|
</trait>
|
||||||
|
<spells>command, create or destroy water, control water, darkness, water breathing, water walk, call lightning, Evard's black tentacles</spells>
|
||||||
|
<description>
|
||||||
|
Source: Locathah Rising p. 20</description>
|
||||||
|
<environment>coastal, underwater</environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Gar Shatterkeel–Locathah Rising</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid</type>
|
||||||
|
<alignment>Neutral Evil</alignment>
|
||||||
|
<ac>17 (natural armor)</ac>
|
||||||
|
<hp>144 (17d8+68)</hp>
|
||||||
|
<speed>walk 30 ft., swim 30 ft.</speed>
|
||||||
|
<str>16</str>
|
||||||
|
<dex>16</dex>
|
||||||
|
<con>18</con>
|
||||||
|
<int>12</int>
|
||||||
|
<wis>20</wis>
|
||||||
|
<cha>14</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Nature +11, Perception +10, Survival +10</skill>
|
||||||
|
<passive>20</passive>
|
||||||
|
<languages>Aquan, Common</languages>
|
||||||
|
<cr>15</cr>
|
||||||
|
<resist>cold</resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<trait>
|
||||||
|
<name>Amphibious</name>
|
||||||
|
<text>Gar can breathe air and water.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Legendary Resistance (3/Day)</name>
|
||||||
|
<text>If Gar fails a saving throw, he can choose to succeed instead.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Water Walk</name>
|
||||||
|
<text>Gar can stand and move on liquid surfaces as if they were solid ground.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Watery Fall</name>
|
||||||
|
<text>When Gar drops to 0 hit points, his body collapses into a pool of inky water that rapidly disperses. Except for Wave and his claw, anything he was wearing or carrying is left behind.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>Gar makes two melee attacks, one with his claw and one with Wave.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Claw</name>
|
||||||
|
<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 16). Until the grapple ends, Gar can't attack other creatures with his claw.</text>
|
||||||
|
<attack>Claw|+8|2d6+3</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Wave</name>
|
||||||
|
<text>Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 20/60 ft., one target. 9 (1d6 + 6) piercing damage or 10 (1d8 + 6) piercing damage when used with two hands. If Gar scores a critical hit with this weapon, the target takes extra necrotic damage equal to half its hit point maximum.</text>
|
||||||
|
<attack>Wave|+11|1d6+6</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Umberlee's Wake (Recharge 5-6)</name>
|
||||||
|
<text>Power ripples out in a 60-foot radius sphere from a point within range (150 ft.) as the will of Umberlee affects all in her watery embrace. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. This only affects targets that are submerged or floating in water. Gar Shatterkeel–Locathah Rising and any undead serving him are immune to this effect.</text>
|
||||||
|
</action>
|
||||||
|
<legendary>
|
||||||
|
<text>Gar 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. Gar regains spent legendary actions at the start of its turn.</text>
|
||||||
|
</legendary>
|
||||||
|
<legendary>
|
||||||
|
<name>Move</name>
|
||||||
|
<text>Gar moves up to his speed without provoking opportunity attacks.</text>
|
||||||
|
</legendary>
|
||||||
|
<legendary>
|
||||||
|
<name>Claw</name>
|
||||||
|
<text>Gar makes one attack with his claw.</text>
|
||||||
|
</legendary>
|
||||||
|
<legendary>
|
||||||
|
<name>Wave (Costs 2 Actions)</name>
|
||||||
|
<text>Gar makes one attack with Wave with advantage.</text>
|
||||||
|
</legendary>
|
||||||
|
<legendary>
|
||||||
|
<name>Lair Actions</name>
|
||||||
|
</legendary>
|
||||||
|
<legendary>
|
||||||
|
<text>Gar can employ lair actions while he's within the coral mountain.</text>
|
||||||
|
<text>On initiative count 20 (losing initiative ties), Gar Shatterkeel–Locathah Rising takes a lair action to cause one of the following effects; Gar can't use the same effect two rounds in a row.</text>
|
||||||
|
<text>• Gar may teleport anywhere within the coral mountain, bringing up to five willing creatures with him.</text>
|
||||||
|
<text>• The coral in a 60-foot radius grows rapidly around creatures inside the coral mountain. Each creature must succeed on a DC 18 Strength saving throw or become restrained. Restrained creatures can take an action on their turn to make a DC 18 Strength (Athletics) or Dexterity (Acrobatics) check to free themselves. This effect lasts for 1 minute unless dispelled (it counts as a 6th level spell), and doesn't require Gar to maintain concentration. Gar Shatterkeel–Locathah Rising and any creatures he designates are immune to this effect.</text>
|
||||||
|
<text>• Up to five corpses that Gar can see within 60 feet rise up as drowned blade and attack anyone Gar directs them to on his turn.</text>
|
||||||
|
</legendary>
|
||||||
|
<legendary>
|
||||||
|
<name>Lair Actions</name>
|
||||||
|
</legendary>
|
||||||
|
<legendary>
|
||||||
|
<text>If Gar is in the water node while Olhydra isn't, he can take lair actions. On initiative count 20 (losing initiative ties), Gar uses a lair action to use his Multiattack or cast one of his spells, up to 3rd level, without using components or a spell slot. He can't cast the same spell two rounds in a row, but he can continue to concentrate on a spell he previously cast using a lair action. He can take no other lair actions while concentrating on a spell cast as a lair action. His favorite use of this capability is casting inflict wounds or call lightning.</text>
|
||||||
|
<text>If Gar casts cure wounds using this lair action, he regains the maximum number of hit points from the spell (28).</text>
|
||||||
|
</legendary>
|
||||||
|
<trait>
|
||||||
|
<name>Spellcasting</name>
|
||||||
|
<text>Gar is a 13th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). He has the following druid spells prepared:</text>
|
||||||
|
<text>Cantrips (at will): frostbite, mending, resistance, shape water, thunderclap*</text>
|
||||||
|
<text>• 1st level (4 slots): create or destroy water, charm person, cure wounds, thunderwave</text>
|
||||||
|
<text>• 2nd level (3 slots): darkvision, hold person, mirror image*, misty step*, pass without trace, protection from poison</text>
|
||||||
|
<text>• 3rd level (3 slots): conjure animals, dispel magic, tidal wave, water breathing*, water walk*</text>
|
||||||
|
<text>• 4th level (3 slots): charm monster, control water*, dominate beast, freedom of movement*, watery sphere</text>
|
||||||
|
<text>• 5th level (2 slots): conjure elemental*, maelstrom, scrying*, tree stride</text>
|
||||||
|
<text>• 6th level (1 slots): heal</text>
|
||||||
|
<text>• 7th level (1 slots): plane shift</text>
|
||||||
|
<text>*Circle spells don't count against spells prepared.</text>
|
||||||
|
</trait>
|
||||||
|
<slots>4, 3, 3, 3, 2, 1, 1</slots>
|
||||||
|
<spells>frostbite, mending, resistance, shape water, thunderclap, create or destroy water, charm person, cure wounds, thunderwave, darkvision, hold person, mirror image, misty step, pass without trace, protection from poison, conjure animals, dispel magic, tidal wave, water breathing, water walk, charm monster, control water, dominate beast, freedom of movement, watery sphere, conjure elemental, maelstrom, scrying, tree stride, heal, plane shift</spells>
|
||||||
|
<description>
|
||||||
|
Source: Locathah Rising p. 18</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Shoalar Quanderil–Locathah Rising</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid (water genasi)</type>
|
||||||
|
<alignment>Lawful Evil</alignment>
|
||||||
|
<ac>11 (14 with mage armor)</ac>
|
||||||
|
<hp>75 (10d8+30)</hp>
|
||||||
|
<speed>walk 30 ft., swim 30 ft.</speed>
|
||||||
|
<str>12</str>
|
||||||
|
<dex>12</dex>
|
||||||
|
<con>16</con>
|
||||||
|
<int>14</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>18</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Arcana +6, Deception +8, Insight +4, Persuasion +8</skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>Aquan, Common</languages>
|
||||||
|
<cr>4</cr>
|
||||||
|
<resist>acid, lightning, thunder</resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<trait>
|
||||||
|
<name>Amphibious</name>
|
||||||
|
<text>Shoalar can breathe air and water.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Dagger</name>
|
||||||
|
<text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or ranged 20/60 ft., one target. 3 (1d4 + 1) piercing damage.</text>
|
||||||
|
<attack>Dagger|+4|1d4+1</attack>
|
||||||
|
</action>
|
||||||
|
<trait>
|
||||||
|
<name>Innate Spellcasting</name>
|
||||||
|
<text>Shoalar's innate spellcasting ability is Constitution (spell save DC 14, +6 to hit with spell attacks). He can innately cast the following spells:</text>
|
||||||
|
<text>At will: shape water</text>
|
||||||
|
<text>1/day: create or destroy water</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Spellcasting</name>
|
||||||
|
<text>Shoalar is a 7th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He knows the following sorcerer spells:</text>
|
||||||
|
<text>Cantrips (at will): acid splash, chill touch, light, prestidigitation, ray of frost</text>
|
||||||
|
<text>• 1st level (4 slots): disguise self, mage armor, shield</text>
|
||||||
|
<text>• 2nd level (3 slots): hold person, misty step</text>
|
||||||
|
<text>• 3rd level (2 slots): lightning bolt, tidal wave</text>
|
||||||
|
<text>• 4th level (1 slots): watery sphere</text>
|
||||||
|
</trait>
|
||||||
|
<slots>4, 3, 2, 1</slots>
|
||||||
|
<spells>shape water, create or destroy water, acid splash, chill touch, light, prestidigitation, ray of frost, disguise self, mage armor, shield, hold person, misty step, lightning bolt, tidal wave, watery sphere</spells>
|
||||||
|
<description>
|
||||||
|
Source: Locathah Rising p. 23</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Whymsee</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid (any race)</type>
|
||||||
|
<alignment>Any Evil Alignment</alignment>
|
||||||
|
<ac>10</ac>
|
||||||
|
<hp>75 (10d8+30)</hp>
|
||||||
|
<speed>walk 30 ft., swim 30 ft.</speed>
|
||||||
|
<str>12</str>
|
||||||
|
<dex>10</dex>
|
||||||
|
<con>16</con>
|
||||||
|
<int>10</int>
|
||||||
|
<wis>15</wis>
|
||||||
|
<cha>14</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Perception +5</skill>
|
||||||
|
<passive>15</passive>
|
||||||
|
<languages>any two languages</languages>
|
||||||
|
<cr>5</cr>
|
||||||
|
<resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<trait>
|
||||||
|
<name>Amphibious</name>
|
||||||
|
<text>Whymsee can breathe air and water.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Thunderous Touch</name>
|
||||||
|
<text>Melee Spell Attack: +5 to hit, reach 5 ft., one creature. 27 (5d10) thunder damage.</text>
|
||||||
|
<attack>Thunderous Touch|+5|5d10</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Shell Defense</name>
|
||||||
|
<text>Whymsee withdraws into her shell. Until she emerges, she gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in her shell, Whymsee is prone, her speed is 0 and can't increase, she has disadvantage on Dexterity saving throws, it can't take reactions, and the only action she can take is a bonus action to emerge.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Ink Cloud</name>
|
||||||
|
<text>While underwater, Whymsee can expel an ink cloud in a 20-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than kraken priests or a kraken. Each creature other than a kraken priest or a kraken that ends its turn there must succeed on a DC 14 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of Whymsee's next turn.</text>
|
||||||
|
<attack>Ink Cloud||2d8</attack>
|
||||||
|
</action>
|
||||||
|
<trait>
|
||||||
|
<name>Innate Spellcasting</name>
|
||||||
|
<text>Whymsee's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
|
||||||
|
<text>At will: command, create or destroy water</text>
|
||||||
|
<text>3/day each: control water, darkness, water breathing, water walk</text>
|
||||||
|
<text>1/day each: call lightning, Evard's black tentacles</text>
|
||||||
|
</trait>
|
||||||
|
<spells>command, create or destroy water, control water, darkness, water breathing, water walk, call lightning, Evard's black tentacles</spells>
|
||||||
|
<description>
|
||||||
|
Source: Locathah Rising p. 20</description>
|
||||||
|
<environment>coastal, underwater</environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Young Kraken</name>
|
||||||
|
<size>H</size>
|
||||||
|
<type>monstrosity (titan)</type>
|
||||||
|
<alignment>Chaotic Evil</alignment>
|
||||||
|
<ac>16 (natural armor)</ac>
|
||||||
|
<hp>207 (18d12+90)</hp>
|
||||||
|
<speed>walk 20 ft., swim 50 ft.</speed>
|
||||||
|
<str>24</str>
|
||||||
|
<dex>11</dex>
|
||||||
|
<con>20</con>
|
||||||
|
<int>19</int>
|
||||||
|
<wis>15</wis>
|
||||||
|
<cha>17</cha>
|
||||||
|
<save>Str +12, Dex +5, Con +10, Int +9, Wis +7</save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>14</passive>
|
||||||
|
<languages>Abyssal, Celestial, Infernal, Primordial, telepathy 60 ft. but can't speak</languages>
|
||||||
|
<cr>14</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune>lightning; bludgeoning, piercing, slashing from nonmagical attacks</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>frightened, paralyzed</conditionImmune>
|
||||||
|
<senses>truesight 120 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Amphibious</name>
|
||||||
|
<text>The kraken can breathe air and water.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The kraken makes two tentacle attacks, each of which it can replace with one use of Fling.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Bite</name>
|
||||||
|
<text>Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 20 (3d8 + 7) piercing damage.</text>
|
||||||
|
<attack>Bite|+12|3d8+7</attack>
|
||||||
|
<text>If the target is a Medium or smaller creature grappled by the kraken, that creature is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 21 (6d6) acid damage at the start of each of the kraken's turns. One Medium or two smaller creatures can be swallowed at the same time.</text>
|
||||||
|
<text>If the kraken takes 35 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in spaces within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Tentacle</name>
|
||||||
|
<text>Melee Weapon Attack: +12 to hit, reach 20 ft., one target. 17 (3d6 + 7) bludgeoning damage, and the target is grappled (escape DC 20). Until the grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.</text>
|
||||||
|
<attack>Tentacle|+12|3d6+7</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Fling</name>
|
||||||
|
<text>One Medium or smaller object held or creature grappled by the kraken is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Lightning Strike</name>
|
||||||
|
<text>The kraken magically create a bolt of lightning, which can strike a target the kraken can see within 90 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.</text>
|
||||||
|
<attack>Lightning Strike||4d10</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Locathah Rising p. 21</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
</compendium>
|
||||||
311
FightClub5eXML/Sources/LostLaboratoryOfKwalish/bestiary-llk.xml
Executable file
311
FightClub5eXML/Sources/LostLaboratoryOfKwalish/bestiary-llk.xml
Executable file
@@ -0,0 +1,311 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<monster>
|
||||||
|
<name>Brain in a Jar</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>undead</type>
|
||||||
|
<alignment>Any alignment</alignment>
|
||||||
|
<ac>11 (natural armor)</ac>
|
||||||
|
<hp>58 (9d8+18)</hp>
|
||||||
|
<speed>walk 0 ft.</speed>
|
||||||
|
<str>1</str>
|
||||||
|
<dex>1</dex>
|
||||||
|
<con>15</con>
|
||||||
|
<int>19</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>15</cha>
|
||||||
|
<save>Int +7, Cha +5</save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages></languages>
|
||||||
|
<cr>6</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune>necrotic, poison, psychic</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>charmed, exhaustion, frightened</conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Detect Sentience</name>
|
||||||
|
<text>The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Magic Resistance</name>
|
||||||
|
<text>The brain in a jar has advantage on saving throws against spells and other magical effects.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Mind Blast (Recharge 5-6)</name>
|
||||||
|
<text>The brain in a jar magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 13 (2d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
|
||||||
|
<attack>Mind Blast (Recharge 5-6)||2d8+4</attack>
|
||||||
|
</action>
|
||||||
|
<trait>
|
||||||
|
<name>Innate Spellcasting (Psionics)</name>
|
||||||
|
<text>The brain in a jar's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:</text>
|
||||||
|
<text>At will: detect thoughts, mage hand, zone of truth</text>
|
||||||
|
<text>3/day each: charm person, command, hold person</text>
|
||||||
|
<text>1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughter</text>
|
||||||
|
</trait>
|
||||||
|
<spells>detect thoughts, mage hand, zone of truth, charm person, command, hold person, compulsion, hold monster, sleep, Tasha's hideous laughter</spells>
|
||||||
|
<description>
|
||||||
|
Source: Lost Laboratory of Kwalish p. 38, Infernal Machine Rebuild</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Clockwork Kraken</name>
|
||||||
|
<size>L</size>
|
||||||
|
<type>construct</type>
|
||||||
|
<alignment>Unaligned</alignment>
|
||||||
|
<ac>17 (natural armor)</ac>
|
||||||
|
<hp>142 (15d10+60)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>20</str>
|
||||||
|
<dex>12</dex>
|
||||||
|
<con>18</con>
|
||||||
|
<int>3</int>
|
||||||
|
<wis>11</wis>
|
||||||
|
<cha>1</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>understands the languages of its creator but can't speak</languages>
|
||||||
|
<cr>10</cr>
|
||||||
|
<resist>fire; bludgeoning, piercing, slashing from nonmagical attacks</resist>
|
||||||
|
<immune>poison, psychic</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
|
||||||
|
<senses>darkvision 120 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Magic Resistance</name>
|
||||||
|
<text>The clockwork kraken has advantage on saving throws against spells and other magical effects.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Independent Tentacles</name>
|
||||||
|
<text>The clockwork kraken has eight tentacles, each of which is treated as a Medium creature, moves independently on the construct's turn, and has a flying speed of 40 feet. The clockwork kraken's senses operate through its tentacles as well as its main body. Each tentacle can be attacked independently, with damage dealt to tentacles applied to the clockwork kraken's hit point total. A tentacle is destroyed if it takes more than 20 damage.</text>
|
||||||
|
<text>Reducing the construct to three or fewer tentacles reduces its attacks accordingly. A clockwork kraken can regrow any destroyed tentacles at the end of a long rest.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The clockwork kraken makes four tentacle slam attacks.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Tentacle Slam</name>
|
||||||
|
<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) bludgeoning damage.</text>
|
||||||
|
<attack>Tentacle Slam|+9|2d6+5</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Lost Laboratory of Kwalish p. 38</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Garret Levistusson</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid</type>
|
||||||
|
<alignment>Chaotic Neutral</alignment>
|
||||||
|
<ac>14 (natural armor)</ac>
|
||||||
|
<hp>44 (8d8+8)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>11</str>
|
||||||
|
<dex>14</dex>
|
||||||
|
<con>12</con>
|
||||||
|
<int>11</int>
|
||||||
|
<wis>12</wis>
|
||||||
|
<cha>17</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Deception +7, Investigation +4, Performance +5, Persuasion +5</skill>
|
||||||
|
<passive>11</passive>
|
||||||
|
<languages>Abyssal, Common, Infernal, Thieves' cant</languages>
|
||||||
|
<cr>2</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<trait>
|
||||||
|
<name>Special Equipment</name>
|
||||||
|
<text>Garret wears a Ring of Warmth (included in his statistics) and wields a Gambler's Blade longsword.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Bardic Inspiration (3/Day)</name>
|
||||||
|
<text>As a bonus action, Garret can give one chosen creature (other than him) a d6 inspiration die. The chosen creature must be within 60 feet of Garret and able to hear him. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can use the inspiration die after the roll is made but before the DM says whether it succeeds or fails. Once the inspiration die is rolled, it is lost. A creature can have only one inspiration die at a time.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Cunning Action</name>
|
||||||
|
<text>On each of his turns, Garret can use a bonus action to take the Dash, Disengage, or Hide action.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Sneak Attack (1/Turn)</name>
|
||||||
|
<text>Garret deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Garret that isn't incapacitated and Garret doesn't have disadvantage on the attack roll.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Shortsword</name>
|
||||||
|
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
|
||||||
|
<attack>Shortsword|+4|1d6+2</attack>
|
||||||
|
</action>
|
||||||
|
<trait>
|
||||||
|
<name>Spellcasting</name>
|
||||||
|
<text>Garret is a 2nd-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He has the following bard spells prepared:</text>
|
||||||
|
<text>Cantrips (at will): blade ward, vicious mockery</text>
|
||||||
|
<text>• 1st level (3 slots): charm person, detect magic, disguise self, identify, Tasha's hideous laughter</text>
|
||||||
|
</trait>
|
||||||
|
<slots>3</slots>
|
||||||
|
<spells>blade ward, vicious mockery, charm person, detect magic, disguise self, identify, Tasha's hideous laughter</spells>
|
||||||
|
<description>
|
||||||
|
Source: Lost Laboratory of Kwalish p. 41</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Gloine Nathair-Nathair</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>monstrosity</type>
|
||||||
|
<alignment>Lawful Evil</alignment>
|
||||||
|
<ac>15 (natural armor)</ac>
|
||||||
|
<hp>127 (17d8+51)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>10</str>
|
||||||
|
<dex>15</dex>
|
||||||
|
<con>16</con>
|
||||||
|
<int>12</int>
|
||||||
|
<wis>13</wis>
|
||||||
|
<cha>15</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Deception +5, Insight +4, Perception +4, Stealth +5</skill>
|
||||||
|
<passive>14</passive>
|
||||||
|
<languages>Common</languages>
|
||||||
|
<cr>6</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Petrifying Gaze</name>
|
||||||
|
<text>When a creature that can see Gloine's eyes starts its turn within 30 feet of Gloine, Gloine can force it to make a DC 14 Constitution saving throw if Gloine isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.</text>
|
||||||
|
<text>Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Gloine until the start of its next turn, when it can avert its eyes again. If the creature looks at Gloine in the meantime, it must immediately make the save.</text>
|
||||||
|
<text>If Gloine sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, Gloine is, due to its curse, affected by its own gaze.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>Gloine makes either three melee attacks—one with its snake hair and two with its shortsword—or two ranged attacks with its longbow.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Snake Hair</name>
|
||||||
|
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.</text>
|
||||||
|
<attack>Snake Hair|+5|1d4+2</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Shortsword</name>
|
||||||
|
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
|
||||||
|
<attack>Shortsword|+5|1d6+2</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Longbow</name>
|
||||||
|
<text>Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.</text>
|
||||||
|
<attack>Longbow|+5|1d8+2</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Infernal Machine Rebuild p. 23</description>
|
||||||
|
<environment>desert</environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Mary Greymalkin</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid</type>
|
||||||
|
<alignment>Neutral</alignment>
|
||||||
|
<ac>12 (Bracers of Defense, Ring of Protection)</ac>
|
||||||
|
<hp>45 (7d8+14)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>10</str>
|
||||||
|
<dex>12</dex>
|
||||||
|
<con>10</con>
|
||||||
|
<int>14</int>
|
||||||
|
<wis>14</wis>
|
||||||
|
<cha>15</cha>
|
||||||
|
<save>Wis +4, Cha +4</save>
|
||||||
|
<skill>Arcana +4, Medicine +4, Nature +4, Religion +4</skill>
|
||||||
|
<passive>12</passive>
|
||||||
|
<languages>Abyssal, Celestial, Common, Elvish, Infernal, Sylvan</languages>
|
||||||
|
<cr>2</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<trait>
|
||||||
|
<name>Special Equipment</name>
|
||||||
|
<text>Mary wears Bracers of Defense and a Ring of Protection, and carries a Deck of Several Things</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Fey Presence (Recharges after a Short Rest)</name>
|
||||||
|
<text>Mary can cause each creature within 10 feet of her to succeed on a DC 12 Wisdom saving throw or become charmed or frightened by her (Mary's choice) until the end of her next turn.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Fey Ancestry</name>
|
||||||
|
<text>Mary has advantage on saving throws against being charmed, and magic can't put her to sleep.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Quarterstaff</name>
|
||||||
|
<text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage.</text>
|
||||||
|
<attack>Quarterstaff|+2|1d6</attack>
|
||||||
|
</action>
|
||||||
|
<trait>
|
||||||
|
<name>Spellcasting</name>
|
||||||
|
<text>Mary is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells:</text>
|
||||||
|
<text>Cantrips (at will): chill touch, eldritch blast, mage hand</text>
|
||||||
|
<text>• 3rd level (3 slots): darkness, hex, hypnotic pattern, misty step, phantasmal force, unseen servant</text>
|
||||||
|
</trait>
|
||||||
|
<slots>3</slots>
|
||||||
|
<spells>chill touch, eldritch blast, mage hand, darkness, hex, hypnotic pattern, misty step, phantasmal force, unseen servant</spells>
|
||||||
|
<description>
|
||||||
|
Source: Lost Laboratory of Kwalish p. 41</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Ooze-Folk</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>ooze</type>
|
||||||
|
<alignment>Unaligned</alignment>
|
||||||
|
<ac>10 (natural armor)</ac>
|
||||||
|
<hp>19 (2d8+10)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>14</str>
|
||||||
|
<dex>3</dex>
|
||||||
|
<con>20</con>
|
||||||
|
<int>1</int>
|
||||||
|
<wis>6</wis>
|
||||||
|
<cha>1</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>8</passive>
|
||||||
|
<languages></languages>
|
||||||
|
<cr>1/2</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, prone</conditionImmune>
|
||||||
|
<senses>blindsight 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Transparent</name>
|
||||||
|
<text>Even when an ooze-folk is in plain sight, it takes a DC 12 Wisdom (Perception) check to spot an ooze-folk that has neither moved nor attacked. A creature that tries to enter the ooze-folk's space while unaware of the ooze-folk is surprised by the ooze-folk.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Fragile Bones</name>
|
||||||
|
<text>For each 5 damage it takes, the ooze-folk's walking speed is reduced by 5 feet.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The ooze folk makes one glass longsword attack and one pseudopod attack.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Glass Longsword</name>
|
||||||
|
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 6 (1d8 + 2) slashing damage. If a 1 is rolled on an attack roll with a glass longsword, it shatters and can no longer be used.</text>
|
||||||
|
<attack>Glass Longsword|+4|1d8+2</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Pseudopod</name>
|
||||||
|
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) acid damage.</text>
|
||||||
|
<attack>Pseudopod|+4|1d6+2</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Lost Laboratory of Kwalish p. 46</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
</compendium>
|
||||||
61
FightClub5eXML/Sources/LostLaboratoryOfKwalish/spells-llk.xml
Executable file
61
FightClub5eXML/Sources/LostLaboratoryOfKwalish/spells-llk.xml
Executable file
@@ -0,0 +1,61 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<spell>
|
||||||
|
<name>Flock of Familiars</name>
|
||||||
|
<level>2</level>
|
||||||
|
<school>C</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 minute</time>
|
||||||
|
<range>Touch</range>
|
||||||
|
<components>V, S</components>
|
||||||
|
<duration>Concentration, up to 1 hour</duration>
|
||||||
|
<classes>Warlock, Wizard</classes>
|
||||||
|
<text>You temporarily summon three familiars—spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the find familiar spell or similar means, then one fewer familiars are conjured by this spell.
|
||||||
|
Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.
|
||||||
|
When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.
|
||||||
|
Source: Lost Laboratory of Kwalish p. 57</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Galder's Speedy Courier</name>
|
||||||
|
<level>4</level>
|
||||||
|
<school>C</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>10 feet</range>
|
||||||
|
<components>V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes)</components>
|
||||||
|
<duration>10 minutes</duration>
|
||||||
|
<classes>Warlock, Wizard</classes>
|
||||||
|
<text>You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature's body.
|
||||||
|
As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.
|
||||||
|
The target creature is made aware of the chest's contents before it chooses whether or not to open it, and knows how much of the spell's duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.
|
||||||
|
Source: Lost Laboratory of Kwalish p. 57</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Galder's Tower</name>
|
||||||
|
<level>3</level>
|
||||||
|
<school>C</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>10 minutes</time>
|
||||||
|
<range>30 feet</range>
|
||||||
|
<components>V, S, M (a fragment of stone, wood, or other building material)</components>
|
||||||
|
<duration>24 hours</duration>
|
||||||
|
<classes>Wizard</classes>
|
||||||
|
<text>You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:
|
||||||
|
• A bedroom with a bed, chairs, chest, and magical fireplace
|
||||||
|
• A study with desks, books, bookshelves, parchments, ink, and ink pens
|
||||||
|
• A dining space with a table, chairs, magical fireplace, containers, and cooking utensils
|
||||||
|
• A lounge with couches, armchairs, side tables and footstools
|
||||||
|
• A washroom with toilets, washtubs, a magical brazier, and sauna benches
|
||||||
|
• An observatory with a telescope and maps of the night sky
|
||||||
|
• An unfurnished, empty room
|
||||||
|
The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell's duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.
|
||||||
|
You can cast this spell again while it is active to maintain the tower's existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.
|
||||||
|
Source: Lost Laboratory of Kwalish p. 57</text>
|
||||||
|
</spell>
|
||||||
|
</compendium>
|
||||||
398
FightClub5eXML/Sources/LostMineOfPhandelver/bestiary-lmop.xml
Executable file
398
FightClub5eXML/Sources/LostMineOfPhandelver/bestiary-lmop.xml
Executable file
@@ -0,0 +1,398 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<monster>
|
||||||
|
<name>Ash Zombie</name>
|
||||||
|
<size>M</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>
|
||||||
|
<trait>
|
||||||
|
<name>Ash Puff</name>
|
||||||
|
<text>The first time the zombie takes damage, any living creature within 5 feet of the zombie must succeed on a DC 10 Constitution saving throw or gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on it early with a successful save.</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>From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp.
|
||||||
|
Ash Zombies. These zombies were created by the magical devastation when Mount Hotenow erupted thirty years ago. They use the zombie stat block, with the following additional trait.
|
||||||
|
Ash Puff. The first time the zombie takes damage, any living creature within 5 feet of the zombie must succeed on a DC 10 Constitution saving throw or gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on it early with a successful save.
|
||||||
|
Source: Lost Mine of Phandelver p. 31</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Evil Mage</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid (human)</type>
|
||||||
|
<alignment>Lawful Evil</alignment>
|
||||||
|
<ac>12</ac>
|
||||||
|
<hp>22 (5d8)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>9</str>
|
||||||
|
<dex>14</dex>
|
||||||
|
<con>11</con>
|
||||||
|
<int>17</int>
|
||||||
|
<wis>12</wis>
|
||||||
|
<cha>11</cha>
|
||||||
|
<save>Int +5, Wis +3</save>
|
||||||
|
<skill>Arcana +5, History +5</skill>
|
||||||
|
<passive>11</passive>
|
||||||
|
<languages>Common, Draconic, Dwarvish, Elvish</languages>
|
||||||
|
<cr>1</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<action>
|
||||||
|
<name>Quarterstaff</name>
|
||||||
|
<text>Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 3 (1d8 - 1) bludgeoning damage.</text>
|
||||||
|
<attack>Quarterstaff|+1|1d8-1</attack>
|
||||||
|
</action>
|
||||||
|
<trait>
|
||||||
|
<name>Spellcasting</name>
|
||||||
|
<text>The mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13; +5 to hit with spell attacks). The mage knows the following spells from the wizard's spell list:</text>
|
||||||
|
<text>Cantrips (at will): light, mage hand, shocking grasp</text>
|
||||||
|
<text>• 1st level (4 slots): charm person, magic missile</text>
|
||||||
|
<text>• 2nd level (3 slots): hold person, misty step</text>
|
||||||
|
</trait>
|
||||||
|
<slots>4, 3</slots>
|
||||||
|
<spells>light, mage hand, shocking grasp, charm person, magic missile, hold person, misty step</spells>
|
||||||
|
<description>Evil mages (such as Iarno Albrek and Hamun Kost) hunger for arcane power and dwell in isolated places, where they can perform terrible magical experiments without interference.
|
||||||
|
Source: Lost Mine of Phandelver p. 57, The Lost Dungeon of Rickedness: Big Rick Energy</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Gundren Rockseeker</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid (dwarf)</type>
|
||||||
|
<alignment>Any alignment</alignment>
|
||||||
|
<ac>10</ac>
|
||||||
|
<hp>4 (1d8)</hp>
|
||||||
|
<speed>walk 25 ft.</speed>
|
||||||
|
<str>10</str>
|
||||||
|
<dex>10</dex>
|
||||||
|
<con>10</con>
|
||||||
|
<int>10</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>10</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>any one language (usually Common), Dwarvish</languages>
|
||||||
|
<cr>0</cr>
|
||||||
|
<resist>poison</resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Dwarven Resilience</name>
|
||||||
|
<text><$title_short_name$> has advantage on saving throws against poison, and has resistance against poison damage.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Club</name>
|
||||||
|
<text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.</text>
|
||||||
|
<attack>Club|+2|1d4</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Lost Mine of Phandelver p. 41</description>
|
||||||
|
<environment>arctic, desert, coastal, grassland, hill, urban, forest</environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Mormesk the Wraith</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>undead</type>
|
||||||
|
<alignment>Neutral Evil</alignment>
|
||||||
|
<ac>13</ac>
|
||||||
|
<hp>45 (6d8+18)</hp>
|
||||||
|
<speed>walk 0 ft., fly 60 ft.</speed>
|
||||||
|
<str>6</str>
|
||||||
|
<dex>16</dex>
|
||||||
|
<con>16</con>
|
||||||
|
<int>12</int>
|
||||||
|
<wis>14</wis>
|
||||||
|
<cha>15</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>12</passive>
|
||||||
|
<languages>Common, Infernal</languages>
|
||||||
|
<cr>3</cr>
|
||||||
|
<resist>acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
|
||||||
|
<immune>necrotic, poison</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>charmed, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Incorporeal Movement</name>
|
||||||
|
<text>The wraith can move through an object or another creature, but can't stop there.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Sunlight Sensitivity</name>
|
||||||
|
<text>While in sunlight, the wraith has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Life Drain</name>
|
||||||
|
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 16 (3d8 + 3) necrotic damage, and 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. If this attack reduces the target's hit point maximum to 0, the target dies. This reduction to the target's hit point maximum lasts until the target finishes a long rest.</text>
|
||||||
|
<attack>Life Drain|+5|3d8+3</attack>
|
||||||
|
</action>
|
||||||
|
<description>A wraith is the incorporeal remnant of a particularly hateful being. Most wraiths can transform those they have slain into spectral undead servitors. Mormesk chooses not to, preferring to let the dead stay dead.
|
||||||
|
Source: Lost Mine of Phandelver p. 59</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Nezznar the Black Spider</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid (elf)</type>
|
||||||
|
<alignment>Neutral Evil</alignment>
|
||||||
|
<ac>11 (14 with mage armor)</ac>
|
||||||
|
<hp>27 (6d8)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>9</str>
|
||||||
|
<dex>13</dex>
|
||||||
|
<con>10</con>
|
||||||
|
<int>16</int>
|
||||||
|
<wis>14</wis>
|
||||||
|
<cha>13</cha>
|
||||||
|
<save>Int +5, Wis +4</save>
|
||||||
|
<skill>Arcana +5, Perception +4, Stealth +3</skill>
|
||||||
|
<passive>14</passive>
|
||||||
|
<languages>Elvish, Undercommon</languages>
|
||||||
|
<cr>2</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>darkvision 120 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Special Equipment</name>
|
||||||
|
<text>Nezznar has a spider staff.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Fey Ancestry</name>
|
||||||
|
<text>Nezznar has advantage on saving throws against being charmed, and magic can't put him to sleep.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Sunlight Sensitivity</name>
|
||||||
|
<text>Nezznar has disadvantage on attack rolls when he or his target is in sunlight.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Spider Staff</name>
|
||||||
|
<text>Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage plus 3 (1d6) poison damage.</text>
|
||||||
|
<attack>Spider Staff|+1|1d6-1</attack>
|
||||||
|
</action>
|
||||||
|
<trait>
|
||||||
|
<name>Innate Spellcasting</name>
|
||||||
|
<text>Nezznar can innately cast the following spells, requiring no material components:</text>
|
||||||
|
<text>At will: dancing lights</text>
|
||||||
|
<text>1/day each: darkness, faerie fire (save DC 12)</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Spellcasting</name>
|
||||||
|
<text>Nezznar is a 4th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13; +5 to hit with spell attacks). Nezznar has the following spells prepared from the wizard's spell list:</text>
|
||||||
|
<text>Cantrips (at will): mage hand, ray of frost, shocking grasp</text>
|
||||||
|
<text>• 1st level (4 slots): mage armor, magic missile, shield</text>
|
||||||
|
<text>• 2nd level (3 slots): invisibility, suggestion</text>
|
||||||
|
</trait>
|
||||||
|
<slots>4, 3</slots>
|
||||||
|
<spells>dancing lights, darkness, faerie fire, mage hand, ray of frost, shocking grasp, mage armor, magic missile, shield, invisibility, suggestion</spells>
|
||||||
|
<description>Drow (dark elves) are a devious, scheming subterranean race that worships Lolth, the Demon Queen of Spiders.
|
||||||
|
Drow society is strictly matriarchal. Male drow are relegated to servitor roles, and while most train as warriors, a few, such as Nezznar, become skilled wizards.
|
||||||
|
Source: Lost Mine of Phandelver p. 59</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Nundro Rockseeker</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid (dwarf)</type>
|
||||||
|
<alignment>Any alignment</alignment>
|
||||||
|
<ac>10</ac>
|
||||||
|
<hp>4 (1d8)</hp>
|
||||||
|
<speed>walk 25 ft.</speed>
|
||||||
|
<str>10</str>
|
||||||
|
<dex>10</dex>
|
||||||
|
<con>10</con>
|
||||||
|
<int>10</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>10</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>any one language (usually Common), Dwarvish</languages>
|
||||||
|
<cr>0</cr>
|
||||||
|
<resist>poison</resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Dwarven Resilience</name>
|
||||||
|
<text><$title_short_name$> has advantage on saving throws against poison, and has resistance against poison damage.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Club</name>
|
||||||
|
<text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.</text>
|
||||||
|
<attack>Club|+2|1d4</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Lost Mine of Phandelver p. 50</description>
|
||||||
|
<environment>arctic, desert, coastal, grassland, hill, urban, forest</environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Redbrand Ruffian</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid (human)</type>
|
||||||
|
<alignment>Neutral Evil</alignment>
|
||||||
|
<ac>14 (studded leather armor)</ac>
|
||||||
|
<hp>16 (3d8+3)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>11</str>
|
||||||
|
<dex>14</dex>
|
||||||
|
<con>12</con>
|
||||||
|
<int>9</int>
|
||||||
|
<wis>9</wis>
|
||||||
|
<cha>11</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Intimidation +2</skill>
|
||||||
|
<passive>9</passive>
|
||||||
|
<languages>Common</languages>
|
||||||
|
<cr>1/2</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The ruffian makes two melee attacks.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Shortsword</name>
|
||||||
|
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
|
||||||
|
<attack>Shortsword|+4|1d6+2</attack>
|
||||||
|
</action>
|
||||||
|
<description>Redbrand ruffians are petty thugs and ruthless enforcers skilled at intimidation and violence. They work for money and have no scruples.
|
||||||
|
Source: Lost Mine of Phandelver p. 61</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Sildar Hallwinter</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid (human)</type>
|
||||||
|
<alignment>Neutral Good</alignment>
|
||||||
|
<ac>16 (chain mail)</ac>
|
||||||
|
<hp>27 (5d8+5)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>13</str>
|
||||||
|
<dex>10</dex>
|
||||||
|
<con>12</con>
|
||||||
|
<int>10</int>
|
||||||
|
<wis>11</wis>
|
||||||
|
<cha>10</cha>
|
||||||
|
<save>Str +3, Con +3</save>
|
||||||
|
<skill>Perception +2</skill>
|
||||||
|
<passive>12</passive>
|
||||||
|
<languages>Common</languages>
|
||||||
|
<cr>1</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>Sildar makes two melee attacks.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Longsword</name>
|
||||||
|
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage.</text>
|
||||||
|
<attack>Longsword|+3|1d8+1</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Heavy Crossbow</name>
|
||||||
|
<text>Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage.</text>
|
||||||
|
<attack>Heavy Crossbow|+2|1d10</attack>
|
||||||
|
</action>
|
||||||
|
<reaction>
|
||||||
|
<name>Parry</name>
|
||||||
|
<text>When an attacker hits Sildar with a melee attack and Sildar can see the attacker, he can roll 1d6 and add the number rolled to his AC against the triggering attack, provided that he's wielding a melee weapon.</text>
|
||||||
|
</reaction>
|
||||||
|
<description>Sildar Hallwinter is a retired soldier and sellsword who hails from the city of Neverwinter. He is a loyal member of the Lords' Alliance, a political organization that unites the various free cities and towns of the North.
|
||||||
|
Source: Lost Mine of Phandelver p. 61</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Venomfang</name>
|
||||||
|
<size>L</size>
|
||||||
|
<type>dragon</type>
|
||||||
|
<alignment>Lawful Evil</alignment>
|
||||||
|
<ac>18 (natural armor)</ac>
|
||||||
|
<hp>136 (16d10+48)</hp>
|
||||||
|
<speed>walk 40 ft., fly 80 ft., swim 40 ft.</speed>
|
||||||
|
<str>19</str>
|
||||||
|
<dex>12</dex>
|
||||||
|
<con>17</con>
|
||||||
|
<int>16</int>
|
||||||
|
<wis>13</wis>
|
||||||
|
<cha>15</cha>
|
||||||
|
<save>Dex +4, Con +6, Wis +4, Cha +5</save>
|
||||||
|
<skill>Deception +5, Perception +7, Stealth +4</skill>
|
||||||
|
<passive>17</passive>
|
||||||
|
<languages>Common, Draconic</languages>
|
||||||
|
<cr>8</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune>poison</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>poisoned</conditionImmune>
|
||||||
|
<senses>blindsight 30 ft., darkvision 120 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Amphibious</name>
|
||||||
|
<text>Venomfang can breathe air and water.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>Venomfang makes three attacks: one with its bite and two with its claws.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Bite</name>
|
||||||
|
<text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.</text>
|
||||||
|
<attack>Bite|+7|2d10+4</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Claw</name>
|
||||||
|
<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.</text>
|
||||||
|
<attack>Claw|+7|2d6+4</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Poison Breath (Recharge 5-6)</name>
|
||||||
|
<text>Venomfang exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.</text>
|
||||||
|
<attack>Poison Breath (Recharge 5-6)||12d6</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Lost Mine of Phandelver p. 63</description>
|
||||||
|
<environment>forest</environment>
|
||||||
|
</monster>
|
||||||
|
</compendium>
|
||||||
154
FightClub5eXML/Sources/Miscellaneous/bestiary-esk.xml
Executable file
154
FightClub5eXML/Sources/Miscellaneous/bestiary-esk.xml
Executable file
@@ -0,0 +1,154 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<monster>
|
||||||
|
<name>Expert</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid</type>
|
||||||
|
<alignment>Any alignment</alignment>
|
||||||
|
<ac>14 (studded leather armor)</ac>
|
||||||
|
<hp>11 (2d8+2)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>10</str>
|
||||||
|
<dex>15</dex>
|
||||||
|
<con>12</con>
|
||||||
|
<int>13</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>14</cha>
|
||||||
|
<save>Dex +4</save>
|
||||||
|
<skill>Acrobatics +4, Performance +4, Persuasion +4, Sleight of hand +4, Stealth +4</skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>Common, plus one of your choice</languages>
|
||||||
|
<cr></cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<trait>
|
||||||
|
<name>Helpful</name>
|
||||||
|
<text>The expert can take the Help action as a bonus action.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Tools</name>
|
||||||
|
<text>The expert has thieves' tools and a musical instrument.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Shortsword</name>
|
||||||
|
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
|
||||||
|
<attack>Shortsword|+4|1d6+2</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Dagger</name>
|
||||||
|
<text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
|
||||||
|
<attack>Dagger|+4|1d4+2</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Shortbow</name>
|
||||||
|
<text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage.</text>
|
||||||
|
<attack>Shortbow|+4|1d6+2</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Essentials Kit p. 63</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Spellcaster</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid</type>
|
||||||
|
<alignment>Any alignment</alignment>
|
||||||
|
<ac>12 (leather armor)</ac>
|
||||||
|
<hp>9 (2d8)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>10</str>
|
||||||
|
<dex>12</dex>
|
||||||
|
<con>10</con>
|
||||||
|
<int>15</int>
|
||||||
|
<wis>14</wis>
|
||||||
|
<cha>13</cha>
|
||||||
|
<save>Wis +4</save>
|
||||||
|
<skill>Arcana +4, Investigation +4, Religion +4</skill>
|
||||||
|
<passive>12</passive>
|
||||||
|
<languages>Common, plus one of your choice</languages>
|
||||||
|
<cr></cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<trait>
|
||||||
|
<name>Magical Role</name>
|
||||||
|
<text>Choose a role for the spellcaster: healer or mage. Your choice determines which Spellcasting trait to use below.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Quarterstaff</name>
|
||||||
|
<text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.</text>
|
||||||
|
<attack>Quarterstaff|+2|1d6</attack>
|
||||||
|
</action>
|
||||||
|
<trait>
|
||||||
|
<name>Spellcasting (Healer)</name>
|
||||||
|
<text>The spellcaster's spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The spellcaster has following cleric spells prepared:</text>
|
||||||
|
<text>Cantrips (at will): guidance, sacred flame</text>
|
||||||
|
<text>• 1st level (2 slots): cure wounds</text>
|
||||||
|
</trait>
|
||||||
|
<slots>2</slots>
|
||||||
|
<trait>
|
||||||
|
<name>Spellcasting (Mage)</name>
|
||||||
|
<text>The spellcaster's spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The spellcaster has following wizard spells prepared:</text>
|
||||||
|
<text>Cantrips (at will): fire bolt, light</text>
|
||||||
|
<text>• 1st level (2 slots): sleep</text>
|
||||||
|
</trait>
|
||||||
|
<slots>2</slots>
|
||||||
|
<spells>guidance, sacred flame, cure wounds, fire bolt, light, sleep</spells>
|
||||||
|
<description>
|
||||||
|
Source: Essentials Kit p. 63</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Warrior</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid</type>
|
||||||
|
<alignment>Any alignment</alignment>
|
||||||
|
<ac>16 (chain shirt, shield)</ac>
|
||||||
|
<hp>13 (2d8+4)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>15</str>
|
||||||
|
<dex>13</dex>
|
||||||
|
<con>14</con>
|
||||||
|
<int>10</int>
|
||||||
|
<wis>12</wis>
|
||||||
|
<cha>10</cha>
|
||||||
|
<save>Con +4</save>
|
||||||
|
<skill>Athletics +4, Perception +3, Survival +3</skill>
|
||||||
|
<passive>13</passive>
|
||||||
|
<languages>Common, plus one of your choice</languages>
|
||||||
|
<cr></cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<trait>
|
||||||
|
<name>Martial Role</name>
|
||||||
|
<text>The warrior has one of the following traits of your choice:</text>
|
||||||
|
<text>• Attacker: The warrior gains a +2 bonus to attack rolls.</text>
|
||||||
|
<text>• Defender: The warrior gains the Protection reaction below.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Longsword</name>
|
||||||
|
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.</text>
|
||||||
|
<attack>Longsword|+4|1d8+2</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Longbow</name>
|
||||||
|
<text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. 5 (1d8 + 1) piercing damage.</text>
|
||||||
|
<attack>Longbow|+3|1d8+1</attack>
|
||||||
|
</action>
|
||||||
|
<reaction>
|
||||||
|
<name>Protection (Defender Only)</name>
|
||||||
|
<text>The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn't the warrior. The warrior must be able to see the attacker.</text>
|
||||||
|
</reaction>
|
||||||
|
<description>
|
||||||
|
Source: Essentials Kit p. 63</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
</compendium>
|
||||||
65
FightClub5eXML/Sources/Miscellaneous/bestiary-mag.xml
Executable file
65
FightClub5eXML/Sources/Miscellaneous/bestiary-mag.xml
Executable file
@@ -0,0 +1,65 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<monster>
|
||||||
|
<name>Spider Shark</name>
|
||||||
|
<size>L</size>
|
||||||
|
<type>monstrosity</type>
|
||||||
|
<alignment>Neutral</alignment>
|
||||||
|
<ac>18 (natural armor)</ac>
|
||||||
|
<hp>162 (13d12+78)</hp>
|
||||||
|
<speed>walk 30 ft., climb 30 ft.</speed>
|
||||||
|
<str>16</str>
|
||||||
|
<dex>17</dex>
|
||||||
|
<con>16</con>
|
||||||
|
<int>4</int>
|
||||||
|
<wis>14</wis>
|
||||||
|
<cha>8</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>15</passive>
|
||||||
|
<languages></languages>
|
||||||
|
<cr>9</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>blindsight 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Spider Climb</name>
|
||||||
|
<text>The spider shark can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Web Sense</name>
|
||||||
|
<text>While in contact with a web, the spider shark knows the exact location of any other creature in contact with the same web.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Web Walker</name>
|
||||||
|
<text>The spider shark ignores movement restrictions caused by webbing.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The spider shark can make a hooked claw attack, a burrowing tooth attack, and a barbed web attack.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Burrowing Tooth</name>
|
||||||
|
<text>Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. 16 (3d8 + 3) damage, and the target must make a DC 18 Constitution saving throw, or take an additional 4 (1d8) damage at the beginning of its turn each round. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
|
||||||
|
<attack>Burrowing Tooth|+7|3d8+3</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Hooked Claw</name>
|
||||||
|
<text>Melee Weapon Attack: +7 to hit, range 10 ft., one creature. 12 (2d8 + 3) damage, and the target must make a DC 18 Strength saving throw, or be grappled and pulled towards the spider shark. While the target is grappled, attacks against it have advantage.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Barbed Web Attack</name>
|
||||||
|
<text>Ranged Weapon Attack: +7 to hit, range 90/90 ft., one creature. 18 (3d10 + 2) damage, and the target is retrained. As an action, the restrained creature can make a DC 18 Strength check, destroying from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 15; 25 hit points; is vulnerable to fire damage; and is immune to bludgeoning, poison, and psychic damage.</text>
|
||||||
|
<attack>Barbed Web Attack|+7|3d10+2</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Web Net (Recharge 5-6)</name>
|
||||||
|
<text>The spider shark launches webs at a 30-foot radius area within 90 feet. Each creature in that area must succeed on a DC 16 Dexterity save. On a failed save, the creature takes 18 (3d10 + 2) damage and is restrained by webbing. As an action, the restrained creature can make a DC 18 Strength check, destroying from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 15; 25 hit points; is vulnerable to fire damage; and is immune to bludgeoning, poison, and psychic damage.</text>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Dragon Magazine p. 32</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
</compendium>
|
||||||
129
FightClub5eXML/Sources/Miscellaneous/bestiary-sads.xml
Executable file
129
FightClub5eXML/Sources/Miscellaneous/bestiary-sads.xml
Executable file
@@ -0,0 +1,129 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<monster>
|
||||||
|
<name>Adult Sapphire Dragon</name>
|
||||||
|
<size>H</size>
|
||||||
|
<type>dragon</type>
|
||||||
|
<alignment>Lawful Neutral</alignment>
|
||||||
|
<ac>19 (natural armor)</ac>
|
||||||
|
<hp>207 (18d12+60)</hp>
|
||||||
|
<speed>walk 40 ft., climb 40 ft., fly 80 ft., burrow 40 ft.</speed>
|
||||||
|
<str>23</str>
|
||||||
|
<dex>16</dex>
|
||||||
|
<con>21</con>
|
||||||
|
<int>18</int>
|
||||||
|
<wis>17</wis>
|
||||||
|
<cha>18</cha>
|
||||||
|
<save>Dex +8, Con +10, Wis +8, Cha +9</save>
|
||||||
|
<skill>History +9, Perception +13, Persuasion +14, Stealth +8</skill>
|
||||||
|
<passive>23</passive>
|
||||||
|
<languages>telepathy 120 ft., Common, Draconic</languages>
|
||||||
|
<cr>15</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune>thunder</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>frightened</conditionImmune>
|
||||||
|
<senses>blindsight 60 ft., darkvision 120 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Legendary Resistance (2/Day)</name>
|
||||||
|
<text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Spider Climb</name>
|
||||||
|
<text>The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Tunneler</name>
|
||||||
|
<text>The dragon can burrow through solid rock at half its burrow speed and can choose to leave a 10-foot-diameter tunnel in its wake.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The dragon can use its Frightful Presence. It then makes two melee attacks, one with its bite and one with its claws.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Bite</name>
|
||||||
|
<text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage plus 3 (1d6) thunder damage.</text>
|
||||||
|
<attack>Bite|+11|2d10+6</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Claws</name>
|
||||||
|
<text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 19 (3d8 + 6) slashing damage.</text>
|
||||||
|
<attack>Claws|+11|3d8+6</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Tail</name>
|
||||||
|
<text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 15 (2d8 + 6) bludgeoning damage.</text>
|
||||||
|
<attack>Tail|+11|2d8+6</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Frightful Presence</name>
|
||||||
|
<text>Each creature of the dragon's choice that is within 120 feet of the dragon 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, 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 the dragon's Frightful Presence for the next 24 hours.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Debilitating Breath (Recharge 5-6)</name>
|
||||||
|
<text>The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 60-foot-cone. Each creature in that cone must make a DC 18 Constitution saving throw. On a failed save, the creature takes 45 (13d6) thunder damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.</text>
|
||||||
|
<attack>Debilitating Breath (Recharge 5-6)||13d6</attack>
|
||||||
|
</action>
|
||||||
|
<legendary>
|
||||||
|
<text>The dragon 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 dragon regains spent legendary actions at the start of its turn.</text>
|
||||||
|
</legendary>
|
||||||
|
<legendary>
|
||||||
|
<name>Tail Attack</name>
|
||||||
|
<text>The dragon makes a tail attack.</text>
|
||||||
|
</legendary>
|
||||||
|
<legendary>
|
||||||
|
<name>Telekinetic Fling</name>
|
||||||
|
<text>The dragon chooses a Small or smaller object that isn't being worn or carried that it can see within 60 feet of it, and magically hurls the object at a creature it can see within 60 feet of the object. The target must succeed on a DC 17 Dexterity saving throw or take 15 (4d6) bludgeoning damage.</text>
|
||||||
|
</legendary>
|
||||||
|
<legendary>
|
||||||
|
<name>Teleport (Costs 2 Actions)</name>
|
||||||
|
<text>The dragon magically teleports to an unoccupied space it can see within 30 feet of it.</text>
|
||||||
|
</legendary>
|
||||||
|
<legendary>
|
||||||
|
<name>Lair Actions</name>
|
||||||
|
</legendary>
|
||||||
|
<legendary>
|
||||||
|
<text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:</text>
|
||||||
|
<text>• The dragon targets a creature within 120 feet of it that can hear and understand it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the following round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to itself.</text>
|
||||||
|
<text>• The dragon touches a section of stone up to 10 feet in any dimension. The dragon can form the stone into any shape that suits its purpose.</text>
|
||||||
|
<text>• A wall of stone springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 1 foot thick. When the wall appears, each creature in its space is pushed to either side of the wall the creature wants. Each 5-foot section of wall has AC 17, 20 hit points, vulnerability to thunder damage, and immunity to poison and psychic damage. The wall vanishes when the dragon uses this lair action again or when the dragon dies.</text>
|
||||||
|
</legendary>
|
||||||
|
<legendary>
|
||||||
|
<name>Regional Effects</name>
|
||||||
|
</legendary>
|
||||||
|
<legendary>
|
||||||
|
<text>The region surrounding a legendary sapphire dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:</text>
|
||||||
|
<text>• Giant spider are attracted to the area within 6 miles of the lair and settle there in large numbers.</text>
|
||||||
|
<text>• Natural stone within 6 miles of the lair grows plentiful crystal formations and sapphire gemstone veins, particularly underground.</text>
|
||||||
|
<text>• Natural stone within 6 miles of the lair becomes a conduit for the dragon's psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no components, targeting any natural stone formation in that region.</text>
|
||||||
|
</legendary>
|
||||||
|
<trait>
|
||||||
|
<name>Innate Spellcasting (Psionics)</name>
|
||||||
|
<text>The dragon's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components:</text>
|
||||||
|
<text>1/day each: scrying, telekinesis, teleportation circle</text>
|
||||||
|
</trait>
|
||||||
|
<spells>scrying, telekinesis, teleportation circle</spells>
|
||||||
|
<description>The glittering sapphire dragons are the most territorial of all the gem dragons to a dangerous degree. They collect magical weapons and armor as the centerpieces of their hoards and vault them away in isolated caverns.
|
||||||
|
A sapphire dragon's psionic nature is evident in horn and bone structures of their body. Their tail barbs and horn tips are all separate pieces, but they float in places, held aloft by the dragon's psychic force while the dragon lives. These levitating horns and spines shift slightly with the dragon's mood, bobbing in amusement or flaring dangerously with anger. Its scales and wing membranes are varied shades of blue, ranging from the light tones of a spring sky, to the rich crystalline azure of sapphire gems and compressed glacial ice. In the light, many of their scales glitter and shine with luminous starburst images.
|
||||||
|
Unlike most dragons, hatchling sapphire dragons' scales are the rich shades of blue, and sparkling luster they will have for their entire lives.
|
||||||
|
Cavern Dwellers. Sapphire dragons dwell in massive caverns and tunnel networks deep within the earth. They sculpt and excavate secret passages and hidden blinds they can use to navigate their lair, and to stalk and ambush intruders. As the dragons grow older and more powerful, there might be no accessible entrance or exit. Those have been long sealed with natural-looking stone thanks to the dragon's command over its lair's substance.
|
||||||
|
Giant spiders are the favorite food of sapphire dragons, and the dragons take great delight in hunting the creatures in their subterranean homes.
|
||||||
|
Martial and Territorial. Sapphire dragons are militaristic and warlike, defending their territory with fervor seen in few other dragon kinds. They devise strategies and ambushes utilizing their natural abilities to maneuver underground, and when they reach a certain age, their magical command over the stone that comprises their lairs. Despite this, they don't strike immediately, instead preferring to watch and gauge intruders to devise the most advantageous approach.
|
||||||
|
Rivals and Vassals. Peoples that dwell and delve deep into the earth easily find themselves at odds with sapphire dragons, as a result, the dragons often despise both drow and dwarves in addition to their animosity toward aberrations.
|
||||||
|
Sapphire dragons sometimes form peaceful contact with communities of rock or deep homes, using their influence to shape the gnome settlements into militant groups that help protect the territory surrounding the dragon's lair.
|
||||||
|
Hoarded Armory. Gold and jewels, art and magical artifacts are as coveted by sapphire dragons as by any other kind, but they most highly prize magical weapons and armor, as well as written accounts of military history and tactics. The centerpiece of a sapphire's hoard is a catalogued, orderly collection of its accumulated war gear, often containing ancient relics of immense power.
|
||||||
|
A Sapphire Dragon's Lair. Sapphire dragons make their lairs in sprawling caverns and tunnels. As they grow older, the make extensive renovations and customization to their lairs thanks to their command over the stone's substance, and their natural tunneling abilities.
|
||||||
|
The dragons eventually create a dizzying honeycomb of hidden passages, thin walls, and secret chambers that allow them to traverse their entire lair unseen by intruders. There might be no easily accessible entrances or exists in the lair itself, without using magic or tunneling.
|
||||||
|
Gem Dragons
|
||||||
|
While the metallic dragons follow Bahamut and the chromatic ones owe fealty to Tiamat, the gem dragons are disciples of the enigmatic ruby dragon Sardior. Gem dragons include amethyst crystal, emerald, sapphire, and topaz dragons.
|
||||||
|
Reclusive Sentinels. Gem dragons set themselves apart from the affairs of other beings, even their own kind. They search out lairs far from established populations which they can tend in solitude, or so they can carefully cultivate a circle of servants or vassals to tend their interests in the surrounding region.
|
||||||
|
Gem dragons break their natural inclination to solitude to mate and protect their clutches of eggs, but rarely for any other reason.
|
||||||
|
Charismatic and Suave. Despite their isolationist tendencies, when gem dragons do interact with other creatures, they can be scintillating hosts and conversationalists. They have a way with making their guests feel at home and relaxed, such that the dragons can often convince a guest of ideas they would never ordinarily entertain.
|
||||||
|
Powerful Minds. Gem dragons are all inherently psionic creatures. They develop telepathic abilities shortly after hatching—sometimes even before—that grow in strength as they age. Some hone these mental powers further, manifesting powerful magical abilities through their minds.
|
||||||
|
These psychically adept dragons often find themselves at odds with aberrations, particularly mind flayers and aboleths. The gem dragons are skilled at at locating areas where the Far Realm intrudes upon the Material PLane and set themselves against the alien creatures spawned or twisted in such places.
|
||||||
|
Sovereign of Gem Dragons. Of all the gem dragons, the unique ruby dragon, Sardior, is the greatest. He is the king of the gem dragons, and dwells in a floating castle carved of ruby and red gold. His ruby citadel flies far above the surface of the world, always in the night sky. When glimpsed, it crosses the sky like a crimson star, invading the constellations wheeling slowly overhead.
|
||||||
|
Sardior is attended in his hold by a council of five, composed of witheringly powerful ancient dragons of each of the gem dragon kinds.
|
||||||
|
Source: Sapphire Anniversary Dice Set p. 1</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
</compendium>
|
||||||
45
FightClub5eXML/Sources/Miscellaneous/bestiary-stream.xml
Executable file
45
FightClub5eXML/Sources/Miscellaneous/bestiary-stream.xml
Executable file
@@ -0,0 +1,45 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<monster>
|
||||||
|
<name>Blazing Skeleton</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>undead</type>
|
||||||
|
<alignment>Chaotic Evil</alignment>
|
||||||
|
<ac>14</ac>
|
||||||
|
<hp>27 (5d8+5)</hp>
|
||||||
|
<speed>walk 40 ft.</speed>
|
||||||
|
<str>7</str>
|
||||||
|
<dex>18</dex>
|
||||||
|
<con>13</con>
|
||||||
|
<int>8</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>14</cha>
|
||||||
|
<save>Dex +6, Cha +4</save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>Common, Abyssal</languages>
|
||||||
|
<cr>1</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune>fire, poison</immune>
|
||||||
|
<vulnerable>bludgeoning</vulnerable>
|
||||||
|
<conditionImmune>exhaustion, poisoned</conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Fiery Aura</name>
|
||||||
|
<text>A creature that enters the area or begins its turn within 5 feet of the blazing skeleton takes 3 (1d6) fire damage.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Fiery Touch</name>
|
||||||
|
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) fire damage.</text>
|
||||||
|
<attack>Fiery Touch|+6|1d4+4</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Explosive Ember</name>
|
||||||
|
<text>Ranged Weapon Attack: +6 to hit, range 120 ft., one target. 7 (1d6 + 4) fire damage, and creatures within 5 feet of the target take 3 (1d6) fire damage.</text>
|
||||||
|
<attack>Explosive Ember|+6|1d6+4</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Livestream p. -1</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
</compendium>
|
||||||
64
FightClub5eXML/Sources/Miscellaneous/spells-stream.xml
Executable file
64
FightClub5eXML/Sources/Miscellaneous/spells-stream.xml
Executable file
@@ -0,0 +1,64 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<spell>
|
||||||
|
<name>Enter Mindscape</name>
|
||||||
|
<level>0</level>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 bonus action</time>
|
||||||
|
<range>Self</range>
|
||||||
|
<components></components>
|
||||||
|
<duration>Concentration, up to 10 minutes</duration>
|
||||||
|
<classes>Psion</classes>
|
||||||
|
<text>By shutting down your normal senses, you extend your mind into the psionics landscape around you. For the duration you can use a bonus action to sense the presence of creatures within a 60-foot cone. You learn the number of creatures within the cone and their creature type. You cannot detect undead or constructs with this spell.
|
||||||
|
This spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead,or 3 feet of wood or dirt.
|
||||||
|
This spell's duration cannot be ended due to damage.
|
||||||
|
Source: Livestream</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Mind Fist</name>
|
||||||
|
<level>0</level>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>60 feet</range>
|
||||||
|
<components></components>
|
||||||
|
<duration>Instantaneous</duration>
|
||||||
|
<classes>Psion</classes>
|
||||||
|
<text>You point at one creature you can see within range and project a focused beam of telekinetic power at it. The target must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be pushed up to 15 feet away from you.
|
||||||
|
This spell's damage increases by one die when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
|
||||||
|
Source: Livestream</text>
|
||||||
|
<roll>1d6</roll>
|
||||||
|
<roll>2d6</roll>
|
||||||
|
<roll>3d6</roll>
|
||||||
|
<roll>4d6</roll>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Mind Strike</name>
|
||||||
|
<level>0</level>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>60 feet</range>
|
||||||
|
<components></components>
|
||||||
|
<duration>Instantaneous</duration>
|
||||||
|
<classes>Psion</classes>
|
||||||
|
<text>You point at one creature you can see within range, and a psychic bolt pierces its mind. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage.
|
||||||
|
This spell's damage increases by one die when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
|
||||||
|
Source: Livestream</text>
|
||||||
|
<roll>1d10</roll>
|
||||||
|
<roll>2d10</roll>
|
||||||
|
<roll>3d10</roll>
|
||||||
|
<roll>4d10</roll>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Psychic Step</name>
|
||||||
|
<level>0</level>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>60 feet</range>
|
||||||
|
<components></components>
|
||||||
|
<duration>1 round</duration>
|
||||||
|
<classes>Psion</classes>
|
||||||
|
<text>You alter the composition of your body in a subtle manner, allowing you to take seemingly impossible steps.
|
||||||
|
Until the end of your turn, you speed increases by 10 feet and you can walk across vertical surfaces without falling. If you end your turn on such a surface, you immediately fall.
|
||||||
|
Source: Livestream</text>
|
||||||
|
</spell>
|
||||||
|
</compendium>
|
||||||
27660
FightClub5eXML/Sources/MonsterManual/bestiary-mm.xml
Executable file
27660
FightClub5eXML/Sources/MonsterManual/bestiary-mm.xml
Executable file
File diff suppressed because it is too large
Load Diff
975
FightClub5eXML/Sources/MordenkainensFiendishFolio/bestiary-mff.xml
Executable file
975
FightClub5eXML/Sources/MordenkainensFiendishFolio/bestiary-mff.xml
Executable file
@@ -0,0 +1,975 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<monster>
|
||||||
|
<name>Assassin Bug</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>monstrosity</type>
|
||||||
|
<alignment>Neutral</alignment>
|
||||||
|
<ac>14 (natural armor)</ac>
|
||||||
|
<hp>55 (10d8+10)</hp>
|
||||||
|
<speed>walk 10 ft., fly 50 ft.</speed>
|
||||||
|
<str>13</str>
|
||||||
|
<dex>14</dex>
|
||||||
|
<con>13</con>
|
||||||
|
<int>4</int>
|
||||||
|
<wis>12</wis>
|
||||||
|
<cha>6</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Perception +3, Stealth +4</skill>
|
||||||
|
<passive>13</passive>
|
||||||
|
<languages>understands Druidic but can't speak</languages>
|
||||||
|
<cr>3</cr>
|
||||||
|
<resist>poison</resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>paralyzed</conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Keen Smell</name>
|
||||||
|
<text>The assassin bug has advantage on Wisdom (Perception) checks that rely on smell.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The assassin bug makes two bite attacks.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Bite</name>
|
||||||
|
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. While poisoned this way, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
|
||||||
|
<attack>Bite|+4|1d10+2</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Ovipositor</name>
|
||||||
|
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. The target is infested with 1d3 assassin bug eggs, which immediately hatch into assassin bug maggots. At the start of each of the target's turns, the target takes 1d6 piercing damage per maggot infesting it. Applying fire to the bite wound before the end of the target's next turn deals 1 fire damage to the target and kills these assassin bug maggots. After this time, the maggots are too far under the skin to be burned.</text>
|
||||||
|
<text>If a target infested by assassin bug maggots ends its turn with 0 hit points, it dies as the maggots burrow into its heart and kill it. Any effect that cures disease kills all assassin bug maggots infesting the target.</text>
|
||||||
|
</action>
|
||||||
|
<description>Assassin bugs plague the frontier and the wilderness, where they seek to hatch their voracious maggots within incapacitated hosts. Resembling giant bluebottle flies, these insectile terrors bear stunted humanoid limbs hinting at the bizarre ceremonies that created them.
|
||||||
|
Dangerous Cultivation. While the exact origins of the assassin bug are uncertain, rumors speak of an ancient sect of druids (possibly in service to Malar or Talos) who cultivated the first of these creatures. However, it remains unknown whether their intent was to create a benign means of breaking down monstrous corpses or a more insidious means of ridding the wilderness of growing humanoid populations. Little information survives regarding this sect, but the assassin bugs' unsettling humanoid-like limbs and limited language ability suggests that the druids might have engaged in self-sacrifice to achieve their creation.
|
||||||
|
Horrific Egg Layers. An assassin bug attacks with a paralytic bite to first incapacitate its prey, making it easy to infect that paralyzed victim with eggs. However, they are able to infest any target as needed, and will do so to eliminate threats. Given their need to lay eggs in a living host, assassin bugs generally flee from constructs and undead. Once deposited within a living host, assassin bug eggs immediately hatch into assassin bug maggots that burrow toward their victim's heart, consuming it and killing the host unless they are quickly destroyed. After gorging themselves on the host's body over several days, the maggots emerge as juvenile assassin bugs, ready to continue their horrid life cycle.
|
||||||
|
An Unnatural Plague. Whole settlements along the frontier have been wiped out by plagues of assassin bugs. Without a quickly organized defense, even a single bug can infest and overwhelm an unprepared population. Desperate rulers discovering that settlements are at risk often order entire neighborhoods or whole villages burned at the first sign of infestation. Within infested areas, guards patrol with burning brands and flaming swords, ready to set suspect dwellings ablaze. Fire is an effective destroyer of assassin bug maggots, and wild creatures observed running headfirst into wildfires often reveal an infestation of assassin bugs, as they immolate themselves in an instinctive effort to rid themselves of this scourge.
|
||||||
|
Monstrous Interactions. Few creatures are able to survive an assassin bug's infestation without immediately being treated with magic or fire. Incredibly hardy monsters such as catoblepas and gorgons have sometimes been observed with deep pockmarks showing where juvenile assassin bugs have emerged from their bodies. Vile creatures such as hags sometimes cultivate assassin bugs to use their maggots in horrid recipes. And trolls have been known to intentionally allow assassin bugs to infest their bodies, which heal against the wounds of a maggot infestation and allow those maggots to be pulled out and consumed.
|
||||||
|
Source: Mordenkainen’s Fiendish Folio p. 4</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Blindheim</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid (blindheim)</type>
|
||||||
|
<alignment>Chaotic Neutral</alignment>
|
||||||
|
<ac>14 (natural armor)</ac>
|
||||||
|
<hp>26 (4d8+8)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>13</str>
|
||||||
|
<dex>16</dex>
|
||||||
|
<con>15</con>
|
||||||
|
<int>8</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>9</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Athletics +3, Perception +2</skill>
|
||||||
|
<passive>12</passive>
|
||||||
|
<languages>Undercommon</languages>
|
||||||
|
<cr>2</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<trait>
|
||||||
|
<name>Radiant Eyes</name>
|
||||||
|
<text>While its eyes are open, a blindheim projects bright light in a 60-foot cone and dim light for an additional 60 feet. It sets the orientation of this cone at the end of each of its turns. All creatures that can see the blindheim have disadvantage on attack rolls while in the area of bright light and within 15 feet of the blindheim. Creatures with the Sunlight Sensitivity trait that can see the blindheim have disadvantage on attack rolls anywhere in the area of bright light.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Bite</name>
|
||||||
|
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.</text>
|
||||||
|
<attack>Bite|+4|1d6+2</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Radiant Blast</name>
|
||||||
|
<text>Radiant energy erupts from the blindheim's eyes in a 15-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or take 7 (2d6) radiant damage and be blinded until the end of the blindheim's next turn. Creatures with the Sunlight Sensitivity trait have disadvantage on this saving throw.</text>
|
||||||
|
<attack>Radiant Blast||2d6</attack>
|
||||||
|
</action>
|
||||||
|
<description>These frog-like humanoids have the ability to project intense, blinding light from their eyes. Dwelling on the fringes of the Underdark, blindheims are opportunistic ambushers who can be swayed into service with payment of fresh food and metal weapons. A blindheim's radiant eyes make these creatures a unique source of light in the Underdark depths, and are bright enough to hinder creatures that suffer in the presence of bright light—or to destroy their foes.
|
||||||
|
Searing Eyes. A blindheim projects searing light in a cone from its leering, bulging eyes. The intensity of this light is equivalent to natural sunlight, and can disturb or disrupt many creatures acclimated to the lightless depths. If a blindheim chooses to focus its gaze, this energy can even char flesh and bone.
|
||||||
|
Opportunistic Mercenaries. Blindheims have a fascination with tales and objects from the surface world, particularly plants and other natural items. They gather in the depths of the Underdark near routes used by merchants and other brave travelers. They typically make a cautious approach to stronger creatures, speaking in halting, croaking Undercommon to offer their services in return for fresh food, metal weapons, and trinkets from the surface world. But when they have superior numbers or engage creatures that appear weak, blindheims will often ambush to take what they want.
|
||||||
|
Strange Outcasts. The blindheims speak of an ancient era when their folk dwelled upon the surface. According to their tales, their ancestors stole a piece of the sun, then fled to the Underdark before devouring it and gaining the ability to project radiant energy from their eyes.
|
||||||
|
Blindheims fear that some day the sun will venture underground and have its revenge upon them. When dealing with surface dwellers, they insist that visitors swear to never tell the sun about them, and ask endless questions about the sun's actions, its anger, and its attitudes. But surface folk who attempt to soothe the blindheims' fears often cause these creatures great offense. In the minds of the blindheims, the sun could not possibly have forgotten their great and heroic theft, and anything said to dispel the belief that they remain infamous and feared by all folk of the surface rouses their anger.
|
||||||
|
Pitiable Slaves. Some Underdark creatures, particularly the drow and kuo-toa, raid blindheim settlements in search of slaves. Although the light from these creatures' eyes is a formidable threat to these raiders, a captured blindheim is a useful living weapon.
|
||||||
|
Source: Mordenkainen’s Fiendish Folio p. 5</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Crab Folk</name>
|
||||||
|
<size>L</size>
|
||||||
|
<type>giant</type>
|
||||||
|
<alignment>Neutral</alignment>
|
||||||
|
<ac>16 (natural armor)</ac>
|
||||||
|
<hp>68 (8d10+24)</hp>
|
||||||
|
<speed>walk 40 ft., swim 40 ft.</speed>
|
||||||
|
<str>19</str>
|
||||||
|
<dex>10</dex>
|
||||||
|
<con>17</con>
|
||||||
|
<int>7</int>
|
||||||
|
<wis>9</wis>
|
||||||
|
<cha>9</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>9</passive>
|
||||||
|
<languages>Common, Giant</languages>
|
||||||
|
<cr>3</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<trait>
|
||||||
|
<name>Limited Amphibiousness</name>
|
||||||
|
<text>The crab folk can breathe air and water, but it needs to be submerged once every 24 hours to avoid suffocating.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The crab folk makes two claw attacks.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Claw</name>
|
||||||
|
<text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 7 (1d6 + 4) bludgeoning damage and the target is grappled (escape DC 14). Until this grapple ends, the crab folk can automatically hit the target with its claw, and the crab folk can't make attacks with that claw against other targets. The crab folk has two claws, each of which can grapple only one target.</text>
|
||||||
|
<attack>Claw|+6|1d6+4</attack>
|
||||||
|
</action>
|
||||||
|
<description>The crab folk are the result of a magical ritual used long ago by a mighty green hag to transform her ogre minions into more useful servants. All crab folk that now exist are descended from those original creations, with most living in small, isolated clutches. Though they are content to lead peaceful lives as hunters and gatherers, the magic that created the crab folk sometimes compels them to lash out in fearsome raids when the conditions are right.
|
||||||
|
Aquatic Vassals. Long ago, a green hag gathered a small army of ogres to serve as her enforcers along the desolate coast she had claimed. The hag found the ogres' simple minds and brutal strength useful, but too often, their lack of cunning foiled her plans. Many tumbled into the sea and drowned, too simpleminded and impatient to learn how to swim. Others smashed caravans and crushed their defenders most effectively, but looted cheap, bulky trade goods while leaving valuable smaller treasures behind.
|
||||||
|
Frustrated by her servants, the hag wove a spell to adapt them to the coastal terrain while planting in their minds a few simple commands to help them with their tasks. She gave them the tenacity and toughness of a crab to augment their strength, grasping claws to help them claim the treasures she loved, and a deeply embedded magical compulsion to obedience.
|
||||||
|
Treasure Hungry. The hag had a particular love of silver, and was loath to allow even the smallest bit of that metal to slip through her grasp. Her spell gave the crab folk an insatiable love for silver. When they see it, all crab folk feel an irresistible urge to seize it and carry it back to their lairs. If necessary, they resort to violence to claim the metal.
|
||||||
|
Brutal Raiders. Each year, when the warm summer gives way to the chill of autumn, the crab folk look to the sky for omens. In ancient days, the green hag kept close watch on the fishing villages and towns near her domain. If those settlements grew too strong, she sent her familiar, a cruel seagull, to harangue the crab folk with its cries and drive them to war. Today, by a stroke of bad luck a gull might happen to land near a crab folk lair and utter the right combination of cries to summon up this ancient compulsion. Driven to action, the crab folk rampage along the coast, looting and smashing any settlements they know of or encounter. After six days exactly, their rampage ends, and they return to their humble lives.
|
||||||
|
Deep-Seated Memories. When a coastal raid or a theft of silver is done, crab folk gather the treasures they have won and place them at the feet of a simple effigy of their hag creator, made from driftwood and other scrap and kept in their communal lair. The crab folk have little sense of what drives them, but they understand that the effigy represents a mother and creator who must be obeyed.
|
||||||
|
Legend holds that the green hag preferred to travel in the guise of a regal hobgoblin queen. If the crab folk ever encounter someone who bears a strong resemblance to that form, their magical compulsion might force them to worship that creature, obeying their every command.
|
||||||
|
Source: Mordenkainen’s Fiendish Folio p. 6</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Dire Corby</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid (dire corby)</type>
|
||||||
|
<alignment>Neutral Evil</alignment>
|
||||||
|
<ac>13 (natural armor)</ac>
|
||||||
|
<hp>16 (3d8+3)</hp>
|
||||||
|
<speed>walk 40 ft., climb 40 ft.</speed>
|
||||||
|
<str>13</str>
|
||||||
|
<dex>14</dex>
|
||||||
|
<con>13</con>
|
||||||
|
<int>6</int>
|
||||||
|
<wis>8</wis>
|
||||||
|
<cha>7</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Acrobatics +4, Perception +3</skill>
|
||||||
|
<passive>13</passive>
|
||||||
|
<languages>Undercommon</languages>
|
||||||
|
<cr>1/2</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable>thunder</vulnerable>
|
||||||
|
<conditionImmune>frightened</conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<trait>
|
||||||
|
<name>Dire Cacophony</name>
|
||||||
|
<text>Any creature other than a dire corby that starts its turn within 60 feet of a dire corby and can hear it must make a DC 11 Wisdom saving throw. On a failed save, the creature is unable to use the Dash action, cannot climb, or cast spells other than cantrips until the start of its next turn.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Keen Hearing</name>
|
||||||
|
<text>The dire corby has advantage on Wisdom (Perception) checks that rely on hearing.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The dire corby makes two claw attacks.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Claw</name>
|
||||||
|
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage.</text>
|
||||||
|
<attack>Claw|+4|1d8+2</attack>
|
||||||
|
</action>
|
||||||
|
<description>Heralded by the ominous, deep rumbling of their strange song, great packs of dire corbies range across the Underdark, stripping the tunnels and caverns they traverse of all living things. Even the mightiest creatures of the Underdark hide within fortified lairs or step aside from a dire corby flock, knowing of how these creatures' bizarre song disrupts, disorients, and ultimately overwhelms their prey.
|
||||||
|
Flocks of Doom. Dire corbies wander the Underdark in vast flocks, following predictable patterns of movement like migrating birds. They strip a region bare of the lichens, fungus, and vermin that comprise their diet before moving on to a fresh feeding ground. Underdark travelers prize accurate charts illustrating the movements of these flocks, since trailing a day behind them all but guarantees that the dire corbies will have cleared out many monsters and other threats.
|
||||||
|
Horrid Songs The denizens of the Underdark hear an approaching flock of dire corbies long before it comes into view. As these creatures travel, they hoot, chirp, and howl in maddening cacophony. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo that makes it impossible to move at speed or climb cave walls. Spellcasters suffer as their minds swim, leaving them unable to use anything but their simplest magic. The dire corbies' disorienting song has left countless Underdark creatures and travelers unable to flee as these monsters fall upon them.
|
||||||
|
Strange Escort. Certain Underdark explorers—judged inventive by some and lunatics by others—have learned to travel among the dire corbies. After blocking their ears to avoid the effect of a flock's song, these travelers attempt to mimic the strange hooting and chirping of a dire corby, with these creatures' simple minds making success surprisingly easy. Accepted as part of the flock, a traveler can range across the Underdark escorted by hundreds of humanoid creatures that the other predators of the depths take pains to avoid.
|
||||||
|
Unwitting Explorers. As old pathways become impassable or a flock sustains heavy losses in a particular area, dire corbies will sometimes chart a new migratory course. Depending on their new route, a mob of these creatures might emerge in a dungeon connecting the Underdark and the surface world. Rampaging through such a dungeon, the flock often forces its monstrous inhabitants to flee for safer lairs. When they inevitably emerge on the surface, the dire corbies' voracious appetites cause them to quickly strip their new environment—including any nearby settlements—of life.
|
||||||
|
Source: Mordenkainen’s Fiendish Folio p. 7</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Eye of Fear and Flame</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>undead</type>
|
||||||
|
<alignment>Chaotic Evil</alignment>
|
||||||
|
<ac>15 (natural armor)</ac>
|
||||||
|
<hp>136 (16d8+64)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>16</str>
|
||||||
|
<dex>14</dex>
|
||||||
|
<con>18</con>
|
||||||
|
<int>18</int>
|
||||||
|
<wis>17</wis>
|
||||||
|
<cha>18</cha>
|
||||||
|
<save>Str +7, Con +8, Wis +7, Cha +8</save>
|
||||||
|
<skill>Perception +7</skill>
|
||||||
|
<passive>17</passive>
|
||||||
|
<languages>Common, all languages known by any creature within 30 feet of it</languages>
|
||||||
|
<cr>9</cr>
|
||||||
|
<resist>necrotic, psychic</resist>
|
||||||
|
<immune>poison</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>blinded, charmed, exhaustion, frightened, paralyzed, poisoned, stunned</conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Turn Immunity</name>
|
||||||
|
<text>The eye of fear and flame is immune to effects that turn undead.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The eye of fear and flame makes two claw attacks and uses its Gemstone Eyes.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Claw</name>
|
||||||
|
<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d12 + 3) slashing damage.</text>
|
||||||
|
<attack>Claw|+7|1d12+3</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Gemstone Eyes</name>
|
||||||
|
<text>The eye of fear and flame shoots one of the following magical eye rays, choosing one target it can see within 90 feet of it.</text>
|
||||||
|
<text>• Eye of Fear: The target and up to four other creatures of the eye of fear and flame's choice within 10 feet of the target must each succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
|
||||||
|
<text>• Eye of Flame: The target must make a DC 16 Dexterity saving throw. On a failed save, the target takes 44 (8d10) fire damage, and if it is a creature or a flammable object, it ignites. On a successful save, the target takes half as much damage and does not ignite. A target that ignites takes 5 (1d10) fire damage at the start of each of its turns until a creature takes an action to douse the fire.</text>
|
||||||
|
<attack>Gemstone Eyes||8d10</attack>
|
||||||
|
</action>
|
||||||
|
<trait>
|
||||||
|
<name>Innate Spellcasting</name>
|
||||||
|
<text>The eye of fear and flame's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:</text>
|
||||||
|
<text>At will: detect evil and good, detect thoughts</text>
|
||||||
|
<text>1/day each: etherealness, true seeing</text>
|
||||||
|
</trait>
|
||||||
|
<spells>detect evil and good, detect thoughts, etherealness, true seeing</spells>
|
||||||
|
<description>An eye of fear and flame stalks the world of the living, commanding individuals to perform evil deeds of the undead's choosing or be destroyed. If its commands are not obeyed, an eye of fear and flame throws back its hood to reveal its skull—set with gems of red and black in each eye socket—then attacks.
|
||||||
|
Spectral Visage. An eye of fear and flame resembles a hooded, skeletal humanoid figure. The interior of its hood cannot be seen except as an opaque black void. Ominous tales speak of these creatures prowling city streets in the darkest nights and during times of unease and unrest. It is said that eyes of fear and flame were created by chaotic gods to foment the destruction of lawful creatures, or by lawful gods for the testing of their followers. Rumors state that only twenty of these creatures exist, but much of the truth about them remains unknown.
|
||||||
|
Cruel Puppet Masters. An eye of fear and flame often chooses to appear during times of uncertainty, such as after a group's devastating defeat or when an individual contemplates some momentous decision. The undead seeks to corrupt vulnerable individuals, especially those of lawful or good alignments, by setting tasks that test its targets' moral foundations. A paladin might be ordered to murder an innocent, with the argument that not doing so will result in some greater evil taking place. Ultimately, the success or failure of the task is of less interest to the eye of fear and flame than the instigation of the evil act—and the general spread of chaos and misery that comes with it.
|
||||||
|
Mystic Gemstones. An eye of fear and flame casts its magic powers through its gemstone eyes. In combat, it targets not only its opponents but also innocent bystanders, seeking to cause the greatest amount of confusion and destruction. If the creature is destroyed, these gems can be recovered, though they are treated as dangerous, cursed trophies akin to a demilich's soul gems. Still, they might be sold to certain discerning—and brazen—collectors.
|
||||||
|
Source: Mordenkainen’s Fiendish Folio p. 8, Infernal Machine Rebuild</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Fog Giant</name>
|
||||||
|
<size>H</size>
|
||||||
|
<type>giant</type>
|
||||||
|
<alignment>Neutral Evil</alignment>
|
||||||
|
<ac>16 (chain mail)</ac>
|
||||||
|
<hp>200 (16d12+96)</hp>
|
||||||
|
<speed>walk 40 ft.</speed>
|
||||||
|
<str>27</str>
|
||||||
|
<dex>10</dex>
|
||||||
|
<con>22</con>
|
||||||
|
<int>12</int>
|
||||||
|
<wis>16</wis>
|
||||||
|
<cha>16</cha>
|
||||||
|
<save>Con +10, Wis +7, Cha +7</save>
|
||||||
|
<skill>Insight +7, Perception +7, Persuasion +7</skill>
|
||||||
|
<passive>17</passive>
|
||||||
|
<languages>Common, Giant</languages>
|
||||||
|
<cr>11</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<trait>
|
||||||
|
<name>Denizen of the Mist</name>
|
||||||
|
<text>During its turn, the fog giant ignores the effects of fog cloud spells cast by it or other allied fog giants.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Keen Smell</name>
|
||||||
|
<text>The giant has advantage on Wisdom (Perception) checks that rely on smell.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The giant makes two greatsword attacks and casts fog cloud.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Greatsword</name>
|
||||||
|
<text>Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 29 (6d6 + 8) slashing damage.</text>
|
||||||
|
<attack>Greatsword|+12|6d6+8</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Rock</name>
|
||||||
|
<text>Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. 30 (4d10 + 8) bludgeoning damage.</text>
|
||||||
|
<attack>Rock|+12|4d10+8</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Petty Tyrant (Recharge 6)</name>
|
||||||
|
<text>The fog giant shouts bloodcurdling threats at the creatures that serve it. Each medium or smaller ally of the giant within 120 feet of it that can see or hear it can use its reaction to make a melee attack.</text>
|
||||||
|
</action>
|
||||||
|
<trait>
|
||||||
|
<name>Innate Spellcasting</name>
|
||||||
|
<text>The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:</text>
|
||||||
|
<text>At will: detect magic, fog cloud, light</text>
|
||||||
|
<text>3/day each: feather fall, misty step</text>
|
||||||
|
</trait>
|
||||||
|
<spells>detect magic, fog cloud, light, feather fall, misty step</spells>
|
||||||
|
<description>The place of cloud giants in the ordning—the set of values and expectations that determines their rank in giant society—is driven by wealth. Those cloud giants foolish or unlucky enough to have their treasure plundered fall to the bottom of the ordning, becoming outcasts known as fog giants. Cut off from their proper place in society, they become raiders and marauders who seek to reclaim their treasure or start a new hoard—by any means possible.
|
||||||
|
Beleaguered Moguls. Though they live as ruthless raiders, fog giants remain tasteful and refined in their desires. They remember their former wealth and power with a bitter mix of longing, regret, and shame, seeking always to replace the grandest treasures they once possessed. Simple coins, gems, or trade goods do nothing to satisfy the giant's desires. Instead, they seek out grand works of art, wondrous jewelry, and beautiful sculptures.
|
||||||
|
Reasonable Offers. Fog giants are powerful warriors, but they prefer to use threats and intimidation to get their way. A fog giant seeks out news and rumors of treasures that appeal to its sense of refinement, then tracks down and treats owners of those treasures to a show of force. Kicking down the gate of a backwater duke's castle, slaying a dozen or more guards, then calling for parley is a typical fog giant strategy—followed by an offer to leave the duke alive in return for a treasure or two.
|
||||||
|
Bandit Kings. Forced to dwell in exile in the lands of the small folk, many fog giants develop an interest in those folk. Using a combination of threats and the promise of vast reward once they return to their proper station, a fog giant lures desperate criminals, cunning bandits, and other raiders into their service in the dismal wilds they inhabit. These giants prefer to work with ambitious humans, renegade elves, and greedy dwarves—all folk they see as properly civilized. They treat orcs, goblinoids, and other "barbarian" types as pesky vermin, best killed or driven away.
|
||||||
|
Calculating Masters. When a fog giant accumulates followers, it sets them to the task of rebuilding the giant's collection of wondrous, expensive treasures. Its favored servants are civilized folk who can mingle among the rich and refined. These agents take note of treasures that might interest the fog giant, who then plots heists, raids, and other stratagems to seize the chosen prize. A giant might undertake a carefully planned robbery, making extensive use of magic to cover their presence. Or it might engage in a brute-force raid that involves tearing off the roof of a merchant's home, seizing what they seek, and stalking away before the town watch can rally.
|
||||||
|
Intricate Networks. Clever, ambitious, and greedy, many fog giants build up whole networks of bandits, raiders, spies, and criminals. In some cases, such a network might grow large enough that minions in the lower ranks are ignorant of their leader's true nature. Fog giants who amass such organizations think of themselves as exiled nobles, and often take on such fanciful titles as Duke of Robbery, Baron of Bandits, or Lord of Larceny.
|
||||||
|
Source: Mordenkainen’s Fiendish Folio p. 10</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Forlarren</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>fey</type>
|
||||||
|
<alignment>Chaotic Neutral</alignment>
|
||||||
|
<ac>16 (natural armor)</ac>
|
||||||
|
<hp>45 (6d8+18)</hp>
|
||||||
|
<speed>walk 40 ft.</speed>
|
||||||
|
<str>14</str>
|
||||||
|
<dex>16</dex>
|
||||||
|
<con>17</con>
|
||||||
|
<int>12</int>
|
||||||
|
<wis>11</wis>
|
||||||
|
<cha>18</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Acrobatics +5, Deception +8, Stealth +5</skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>Common, Sylvan</languages>
|
||||||
|
<cr>3</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<trait>
|
||||||
|
<name>Magic Resistance</name>
|
||||||
|
<text>The forlarren has advantage on saving throws against spells and other magical effects.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The forlarren makes two claw attacks and one gore attack, or it makes three chromatic ray attacks.</text>
|
||||||
|
</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>Gore</name>
|
||||||
|
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.</text>
|
||||||
|
<attack>Gore|+5|1d8+3</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Chromatic Ray</name>
|
||||||
|
<text>Ranged Spell Attack: +6 to hit, range 60 ft., one target. 3 (1d6) lightning damage plus 3 (1d6) fire damage plus 3 (1d6) cold damage.</text>
|
||||||
|
<attack>Chromatic Ray|+6|1d6</attack>
|
||||||
|
</action>
|
||||||
|
<trait>
|
||||||
|
<name>Innate Spellcasting</name>
|
||||||
|
<text>The forlarren's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:</text>
|
||||||
|
<text>At will: expeditious retreat, false life, minor illusion, prestidigitation</text>
|
||||||
|
<text>3/day each: aid, misty step, Tasha's hideous laughter</text>
|
||||||
|
<text>1/day each: heal, heat metal, mirror image</text>
|
||||||
|
</trait>
|
||||||
|
<spells>expeditious retreat, false life, minor illusion, prestidigitation, aid, misty step, Tasha's hideous laughter, heal, heat metal, mirror image</spells>
|
||||||
|
<description>The descendants of satyrs corrupted by infernal power, forlarren are miserable creatures—an unhappy union between the rigid demands of the Nine Hells and the impulsive hedonism of the Feywild. Driven by dramatic and unpredictable emotions, these feral creatures wreak havoc wherever they go.
|
||||||
|
Corrupted Essence. The devils of Avernus attempted an expedition to the Feywild long ago, and the forlarren are the bitter reminder of that doomed excursion. The archdevil Fierna—co-ruler of Phlegethos, the fourth layer of the Nine Hells—courted a mighty fey in hopes of luring him into trading away his soul. The attempt failed, but not before a troop of satyrs were corrupted by the dark delights of Phlegethos. The satyrs were bound to their fey lord and unable to bargain away their souls. So rather than claim them, Fierna warped and twisted them before returning them to the Feywild, content that the corruption of the satyrs would be adequate compensation for her failure.
|
||||||
|
Bifurcated Souls. The divided nature of the forlarren reflects their origin, marking each one as two entities trapped in a single form. One forlarren might present itself as a friendly, agreeable guide that helps travelers survive the Nine Hells. Another is a howling beast that attempts to destroy all in its path. One will show mercy and empathy peppered with a parental attitude toward strangers. Another is a mirthful sybarite with an unfettered love of food, drink, and romance. When dealing with the forlarren, the only constant is the malleable, chaotic, and temperamental nature they all share.
|
||||||
|
When its diabolical aspect shines through, a forlarren is a cunning, calculating, and brutal enemy. It might use its natural charm to worm its way into earning trust from those it encounters, casting itself as a helpless creature pleading for aid even as it looks for the opportunity to betray and overpower. Or it might seek to dominate the weak, set itself up as a petty lord, and rule over all those who fall into its grasp.
|
||||||
|
A Sinister Cycle. A forlarren in its fey aspect demonstrates self-destructive urges that reflect the inherent tension in its nature. That aspect might drive it to drink itself nearly to death, or to throw itself into caring for others with such relentless energy that it eventually collapses from exhaustion. Unfortunately, when it reaches that breaking point, its diabolical nature asserts itself, and it remains in this scheming, dominating mindset until its plans are foiled and it faces defeat. Then, overwhelmed with fear and shame, the forlarren's diabolical nature fades and its fey aspect emerges once again.
|
||||||
|
Several ballads of the Feywild recount the dramatic fall of valiant forlarren. In all these tales, the hero achieves some great deed only to see their sinister, diabolical side surface. Deceiving their companions during their most daunting trials, the forlarren then betrays those companions at the worst moment possible.
|
||||||
|
Source: Mordenkainen’s Fiendish Folio p. 9</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Jermlaine</name>
|
||||||
|
<size>T</size>
|
||||||
|
<type>humanoid (jermlaine)</type>
|
||||||
|
<alignment>Neutral Evil</alignment>
|
||||||
|
<ac>11</ac>
|
||||||
|
<hp>3 (1d4+1)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>4</str>
|
||||||
|
<dex>12</dex>
|
||||||
|
<con>13</con>
|
||||||
|
<int>10</int>
|
||||||
|
<wis>11</wis>
|
||||||
|
<cha>7</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Stealth +5</skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>Undercommon</languages>
|
||||||
|
<cr>1/8</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>darkvision 30 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Lurkers in Shadow</name>
|
||||||
|
<text>Jermlaine are invisible to darkvision.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Magic Resistance</name>
|
||||||
|
<text>The jermlaine has advantage on saving throws against spells and other magical effects.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Vermin Friend</name>
|
||||||
|
<text>The jermlaine can speak to and understand rats and giant rats.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Swarming Rush</name>
|
||||||
|
<text>A jermlaine adds 1d4 to its weapon damage rolls while within 5 feet of another, conscious jermlaine.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Club</name>
|
||||||
|
<text>Melee Weapon Attack: +-1 to hit, reach 5 ft., one target. 1 (1d4 - 3) bludgeoning damage.</text>
|
||||||
|
<attack>Club|-1|1d4-3</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Dart</name>
|
||||||
|
<text>Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. 3 (1d4 + 1) piercing damage.</text>
|
||||||
|
<attack>Dart|+3|1d4+1</attack>
|
||||||
|
</action>
|
||||||
|
<description>Jermlaine prove that terrible things can come in tiny packages. Their tiny, foot-tall forms can barely contain the cruelty and malevolence that courses through them. Deep in the Underdark, the jermlaine lurk among the tunnels, dungeons, and caverns inhabited by much larger, more dangerous folk. The jermlaine huddle in their small tunnels, avoiding contact with all other creatures unless they can marshal overwhelming numbers. When the odds are in their favor, they strike with a vicious determination that can overwhelm even a heavily armed drow patrol or duergar war party.
|
||||||
|
Hateful Ambushers. Jermlaine hate and resent all larger creatures. They are acutely aware that their small size and weakness in combat makes them prey for countless Underdark creatures. This anger and resentment is channeled into vengeful scheming against creatures that enter their domain. The jermlaine keep careful watch, waiting for just the right moment to fall upon their enemies. When they strike, they emerge from their tunnels to attack in overwhelming waves. In the heat of battle, individual jermlaine gladly throw themselves on their enemies' weapons to clear the way for their allies' attacks.
|
||||||
|
Hidden Threat. The jermlaine's skin is rough, leathery, and textured like stone. Whether by the design of some sympathetic god or through sheer luck, their hide makes them appear invisible to darkvision. Part of the jermlaine's anger comes from attempts to hunt them down and fashion cloaks and other material from their skin. Such experiments have yet to yield a functional magic item, and the jermlaine's hatred of outsiders is driven in part by their assumption that any who meet them seek to harvest them for such experiments.
|
||||||
|
Secret Lairs. Because they are hunted for food or for their skin, jermlaine take care to hide their lairs away from prying eyes. They dig tunnels barely large enough to fit their 1-foot tall frames, making it almost impossible for their enemies to pursue them. Jermlaine dig their tunnels along dungeon hallways and Underdark passages, hiding the entrances to keep intruders out and set up their ambushes. The jermlaine create passages in the floor, along the walls, and in the upper part of the ceiling. When they attack, they spill upon their enemies from every direction in a bid to overwhelm them with sheer numbers.
|
||||||
|
Allied Rodents. The jermlaine can decipher the chitters and squeaks of rats, and in turn can communicate with such rodents. Underdark explorers know to keep a careful watch when encountering signs of a rat infestation. Those rodents, as creatures of the surface world, are rare in the deep Underdark. Their presence invariably signals the presence of a jermlaine colony.
|
||||||
|
Source: Mordenkainen’s Fiendish Folio p. 11</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Khargra</name>
|
||||||
|
<size>S</size>
|
||||||
|
<type>elemental</type>
|
||||||
|
<alignment>Neutral</alignment>
|
||||||
|
<ac>20 (natural armor)</ac>
|
||||||
|
<hp>11 (2d6+4)</hp>
|
||||||
|
<speed>walk 5 ft., fly 30 ft.</speed>
|
||||||
|
<str>13</str>
|
||||||
|
<dex>10</dex>
|
||||||
|
<con>14</con>
|
||||||
|
<int>5</int>
|
||||||
|
<wis>11</wis>
|
||||||
|
<cha>6</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Perception +2, Stealth +2</skill>
|
||||||
|
<passive>12</passive>
|
||||||
|
<languages>Terran</languages>
|
||||||
|
<cr>1/8</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Iron Scent</name>
|
||||||
|
<text>The khargra can scent the location of ferrous metal within 30 feet of it.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Bite</name>
|
||||||
|
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage, and if the target is wearing metal armor or carrying a metal shield, the khargra attaches to that armor or shield. While attached, the khargra doesn't attack. Instead, at the start of each of the khargra's turns, roll a d20. On a 10 or higher, the armor or shield takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.</text>
|
||||||
|
<attack>Bite|+3|1d4+1</attack>
|
||||||
|
<text>The khargra can detach itself by spending 5 feet of its movement. A creature, including the target, can use its action to detach the khargra.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Earth Phasing</name>
|
||||||
|
<text>Until the end of its next turn, the khargra can fly through nonmagical earth and stone. While doing so, it doesn't disturb the material it moves through. It can end its movement within earth or stone, but if it remains within earth or stone when this ability ends, it takes 14 (4d6) force damage and immediately moves to the nearest unoccupied space.</text>
|
||||||
|
</action>
|
||||||
|
<reaction>
|
||||||
|
<name>Opportunistic Hunger</name>
|
||||||
|
<text>When a creature the khargra can see within 5 feet of it hits it with a metal weapon, the khargra can make a bite attack against that creature.</text>
|
||||||
|
</reaction>
|
||||||
|
<description>The bizarre khargra is a flying creature from the Elemental Plane of Earth that devours any metals it encounters. Though normally content to eat raw veins of ore, this creature considers refined and crafted metals to be particularly delectable.
|
||||||
|
Vexing Scavengers. Khargras are native to the Elemental Plane of Earth, where they are considered annoying pests. They arrive in the Material Plane by accident, usually by following an earth elemental or other creature that has been summoned into the world.
|
||||||
|
Khargras can eat and digest most metals, though they prefer iron, copper, and tin above others. They find gold bland and mushy, akin to a flavorless gruel. Though khargras digest metal with ease, organic matter and gems are repugnant to them. If a khargra eats such morsels for whatever reason, they remain lodged in its gullet for a few days of indigestion before the offending material is coughed up.
|
||||||
|
Reluctant Predators. Khargras find living flesh disgusting, and they attack creatures only when driven by hunger and a lack of safer options. After securing a meal of whatever tasty, refined metal their victim carries, they quickly flee—and will flee before that rather than risk death.
|
||||||
|
Stealthy Couriers. A number of clans among the dwarves, duergar, and azers have trained khargras as couriers. Making use of these creatures' odd digestive systems, their masters sprinkle iron dust on a scroll or other organic item that bears a message. The khargra devours the missive, digesting the dust but leaving the message lodged in its digestive tract. Trained over long years and with plentiful treats to learn the direction to different underground strongholds and outposts, the khargra carries its burden to its destination, then coughs up the message on command.
|
||||||
|
Source: Mordenkainen’s Fiendish Folio p. 12</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Killmoulis</name>
|
||||||
|
<size>T</size>
|
||||||
|
<type>fey</type>
|
||||||
|
<alignment>Neutral</alignment>
|
||||||
|
<ac>14</ac>
|
||||||
|
<hp>7 (2d4+2)</hp>
|
||||||
|
<speed>walk 30 ft., climb 30 ft.</speed>
|
||||||
|
<str>4</str>
|
||||||
|
<dex>19</dex>
|
||||||
|
<con>13</con>
|
||||||
|
<int>12</int>
|
||||||
|
<wis>14</wis>
|
||||||
|
<cha>13</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>History +3, Perception +4, Stealth +8</skill>
|
||||||
|
<passive>14</passive>
|
||||||
|
<languages>Common, Sylvan, telepathy 60 ft.</languages>
|
||||||
|
<cr>0</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<action>
|
||||||
|
<name>Slam</name>
|
||||||
|
<text>Melee Weapon Attack: +-1 to hit, reach 5 ft., one target. 1 bludgeoning damage.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Blessing of Bountiful Generosity (1/Day)</name>
|
||||||
|
<text>The killmoulis targets up to eight creatures within 100 feet of it that it can see. The next time a target finishes a long rest, it regains all spent Hit Dice and gains 10 temporary hit points.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Curse of Poor Hospitality (1/Day)</name>
|
||||||
|
<text>The killmoulis targets up to eight creatures within 100 feet of it that it can see. The next time a target completes a long rest, it does not regain spent Hit Dice.</text>
|
||||||
|
</action>
|
||||||
|
<description>A killmoulis can be either a bane or boon to an adventuring party. When kept well fed with tasty treats, this creature is a helpful assistant that mends armor, collects herbs that make the blandest rations into a feast, and turns a dull, uncomfortable campsite into a welcoming refuge. But if a party abuses or neglects a killmoulis, the creature's mean-spirited thirst for revenge can turn even the simplest expedition into a draining ordeal that leaves adventurers tired, dispirited, and sullen.
|
||||||
|
Traveling Fey. A killmoulis arises spontaneously in the Feywild whenever someone commits an act of charity to help a tired or lost traveler. Emerging from the shadows near the site of the deed, the creature takes to the road, wandering to seek out travelers who might have food it can sneak away with in return for the benefits of its magic.
|
||||||
|
Shy and solitary by nature, a killmoulis enjoys watching and listening to folk from distant places that it knows little about. Whether fierce raiders, enterprising merchants, or bold adventurers, all travelers have something interesting to offer a killmoulis.
|
||||||
|
Hungry Helpers. Despite their odd appearance and origins, killmoulis crave the same creature comforts as many folk of the world. They adore sweet candies, fresh fruit, and other delicacies. When a killmoulis encounters a party of travelers, it hides and keeps a careful watch on them. At night, it sneaks into the travelers' camp and looks through their supplies for tasty treats, but will settle for rations, nuts, and other snacks. If it finds them, it quickly snuffles up a single day's worth of food with its long nose. In return, it then uses its magic to enhance the travelers' comfort as they rest.
|
||||||
|
A Bitter Reproach. A killmoulis will follow after any party that has provided it with a tasty snack, slipping into camp each night to gorge itself and pay for its feast with its beneficial magic. But if the travelers attack, interfere with, or try to trap the killmoulis, it places a minor curse on the group and attempts to flee. For the rest of the characters' journey, their rations taste like ash and any camping spots are infested with lice and biting insects. Each character in the party wakes up sore and cramped, as rocks or sharp sticks somehow end up under their bedrolls.
|
||||||
|
Once a killmoulis is angered, it continues to tail a group and visit its curse upon them. Only an offering of fine food and an earnest apology can sooth an angry killmoulis. Without that, these creatures hold a grudge against a group's rude behavior that can last for days.
|
||||||
|
Source: Mordenkainen’s Fiendish Folio p. 13</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Mite</name>
|
||||||
|
<size>S</size>
|
||||||
|
<type>fey</type>
|
||||||
|
<alignment>Lawful Evil</alignment>
|
||||||
|
<ac>12</ac>
|
||||||
|
<hp>7 (2d6)</hp>
|
||||||
|
<speed>walk 30 ft., burrow 10 ft., climb 30 ft.</speed>
|
||||||
|
<str>7</str>
|
||||||
|
<dex>14</dex>
|
||||||
|
<con>11</con>
|
||||||
|
<int>10</int>
|
||||||
|
<wis>8</wis>
|
||||||
|
<cha>13</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Deception +3, Stealth +6</skill>
|
||||||
|
<passive>9</passive>
|
||||||
|
<languages>Sylvan, Undercommon</languages>
|
||||||
|
<cr>1/4</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<trait>
|
||||||
|
<name>Vexing Presence</name>
|
||||||
|
<text>While within 30 feet of a mite that can see it, a non-fey creature has disadvantage on Dexterity checks and Dexterity saving throws.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Dagger</name>
|
||||||
|
<text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
|
||||||
|
<attack>Dagger|+4|1d4+2</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Blood Boiling Hex (Recharge 6)</name>
|
||||||
|
<text>The mite places a hex on a creature it can see within 60 feet of it for 1 minute. If the mite is hidden, using this ability does not reveal its location. While the creature is affected by this hex, whenever it makes an attack roll, an ability check, or a saving throw, it must roll a d6 and subtract the number rolled from the d20 roll. On any turn in which it suffers the effect of the hex, the target can attack an ally as a reaction, ignoring the effect of the hex when it does so. It can then ignore the effect of the hex until the end of its turn.</text>
|
||||||
|
</action>
|
||||||
|
<description>Mites are vexing fey creatures that delight in causing minor havoc and playing irritating pranks, making even the coolest, most experienced adventurers prone to outbursts of destructive frustration. When mites are about, even the simplest task can turn into a disaster, and a mild disagreement can quickly become a brawl.
|
||||||
|
Heralds of Frustration. Mites are natives of the Feywild that arise when a creature becomes so irritated with a situation or event that it lashes out in violence. That creature experiences strange dreams the next time it sleeps, then sleepwalks to the nearest tree or other large plant, digs a small hole, screams into the depression, and refills the hole. When it awakes the next morning, the creature feels strangely refreshed. Then on the night of the next new moon, the dug-up earth stirs and a pack of mites emerges. Born of frustration and anger, these creatures exist only to replicate in others the emotions that created them.
|
||||||
|
Nettlesome Pranksters. Mites prefer to live underground, seeking out dungeons and cave warrens where they dig a network of hidden burrows that wrap around existing passages and chambers. They use these hiding spots to watch the comings and goings of monsters and adventurers, setting traps to vex and annoy whenever possible. A trip wire might be set at the top of a flight of stairs to send creatures crashing down. Locks might be jammed with debris, gems replaced with fakes, and prized treasures stolen away. Mites aim to kill only if threatened with direct violence, content to otherwise take joy in watching mundane or simple tasks become frustrating, painful experiences.
|
||||||
|
Fey Influence. When mites are about, creatures become irritable and easily frustrated to the point of violence. For such creatures, every minor failure feels like gross incompetence. Simple tasks become increasingly difficult. Those who undertake those tasks become overwhelmed with a sense of unresolved anger and frustration that demands an outlet—usually violence and destruction. The mites' influence can thus turn even the most orderly group into a mob of surly brawlers. Within even the most tight-knit adventuring party, morale plummets, arguments boil over into fights, and discipline becomes spotty at best.
|
||||||
|
Chaotic Battlegrounds. Dungeons infested with mites for a long period of time devolve into chaotic battlegrounds. Even under the control of a strong leader, any faction in such a dungeon can see its members turn against each other as their frustration and antipathy build. When adventurers enter the dungeon, the mites go to work to exploit the added chaos. They use their magic to drag visitors into their web of anger and frustration, luring explorers deeper into the site and into situations and locations that promise to yield up the most havoc.
|
||||||
|
Source: Mordenkainen’s Fiendish Folio p. 14</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Needle Lord</name>
|
||||||
|
<size>L</size>
|
||||||
|
<type>plant</type>
|
||||||
|
<alignment>Chaotic Evil</alignment>
|
||||||
|
<ac>15 (natural armor)</ac>
|
||||||
|
<hp>45 (6d10+12)</hp>
|
||||||
|
<speed>walk 40 ft.</speed>
|
||||||
|
<str>18</str>
|
||||||
|
<dex>11</dex>
|
||||||
|
<con>14</con>
|
||||||
|
<int>11</int>
|
||||||
|
<wis>15</wis>
|
||||||
|
<cha>12</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Athletics +6, Perception +4, Stealth +2</skill>
|
||||||
|
<passive>14</passive>
|
||||||
|
<languages>Sylvan</languages>
|
||||||
|
<cr>3</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>blinded, deafened, exhaustion</conditionImmune>
|
||||||
|
<senses>blindsight 30 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Needle Defense</name>
|
||||||
|
<text>Each time a creature makes a melee attack against a needle lord, it takes 2 piercing damage. A creature can choose to make an attack with disadvantage to avoid this damage.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The nettle lord makes 2 raking vine attacks.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Needle Volley</name>
|
||||||
|
<text>The needle lord makes up to 1d6 needle attacks, but it cannot attack the same target more than twice during its turn.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Raking Vine</name>
|
||||||
|
<text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target takes 11 piercing damage at the start of each of its turns. The needle lord has two raking vines, each of which can grapple only one target.</text>
|
||||||
|
<attack>Raking Vine|+6|2d6+4</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Needle</name>
|
||||||
|
<text>Ranged Weapon Attack: +2 to hit, range 60 ft., one target. 2 (1d4) piercing damage.</text>
|
||||||
|
<attack>Needle|+2|1d4</attack>
|
||||||
|
</action>
|
||||||
|
<description>A wise ranger knows that the sight of a needle spawn is an ill omen, for it heralds the rise of a dreaded needle lord and a war for the soul of a forest.
|
||||||
|
Roving Corpses. Needle spawn are created by needle lords—hulking plant creatures that hail from fey domains wracked by wanton violence. When a needle lord enters a worldly forest, it spreads seed pods wherever it roams. A pod remains dormant until a humanoid dies near it or a humanoid corpse is dragged close by, whereupon the pod burrows into the corpse's decaying flesh and sprouts ropey vines covered in long, sharp needles. The vines wrap around the corpse to animate it, causing it to rise and lurch about like a zombie.
|
||||||
|
Invasive Species. When a great battle is fought in a fey woodland, the plants of the wood sometimes take on the thirst for violence and conquest that propels the fey to war. These plants become needle lords—ogre-shaped masses of thorny vines covered with long, cruel needles that pierce flesh.
|
||||||
|
A needle lord fancies itself a conquering general, wandering in search of a forest to conquer and claim. When it sets its sights on a forest, it first focuses on spreading the seed pods that give rise to its needle spawn vassals. It then prowls the wood in search of weak or defenseless humanoids to kill, converting their corpses into needle spawn to begin growing its army.
|
||||||
|
Unnatural Ally. A needle lord is an implacable foe. Driven only by a desire to conquer and rule, it wages endless war with its army of mobile dead against all creatures it views as a threat to its domination. It might even forge treaties with hobgoblins, kobolds, and other creatures willing to obey it, but it sees any alliance that casts it as a lesser partner as only a temporary measure. The needle lord betrays any allies at the first opportunity, as it believes that only one creature can claim dominion over a forest.
|
||||||
|
Source: Mordenkainen’s Fiendish Folio p. 16</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Needle Spawn</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>plant</type>
|
||||||
|
<alignment>Chaotic Evil</alignment>
|
||||||
|
<ac>13</ac>
|
||||||
|
<hp>16 (3d8+3)</hp>
|
||||||
|
<speed>walk 30 ft., climb 20 ft.</speed>
|
||||||
|
<str>13</str>
|
||||||
|
<dex>17</dex>
|
||||||
|
<con>12</con>
|
||||||
|
<int>6</int>
|
||||||
|
<wis>13</wis>
|
||||||
|
<cha>6</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Stealth +5</skill>
|
||||||
|
<passive>11</passive>
|
||||||
|
<languages>Sylvan</languages>
|
||||||
|
<cr>1/2</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>blinded, deafened, exhaustion</conditionImmune>
|
||||||
|
<senses>blindsight 30 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Close Quarters Shooting</name>
|
||||||
|
<text>The needle spawn does not suffer disadvantage on ranged attacks while within 5 feet of a hostile creature that can see it and isn't incapacitated, if the target of the attack is also within 5 feet of the needle spawn.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Needle Volley</name>
|
||||||
|
<text>The needle spawn makes up to 1d6 needle attacks, but it cannot attack the same target more than twice during its turn.</text>
|
||||||
|
</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>Needle</name>
|
||||||
|
<text>Ranged Weapon Attack: +5 to hit, range 60 ft., one target. 5 (1d4 + 3) piercing damage.</text>
|
||||||
|
<attack>Needle|+5|1d4+3</attack>
|
||||||
|
</action>
|
||||||
|
<description>A wise ranger knows that the sight of a needle spawn is an ill omen, for it heralds the rise of a dreaded needle lord and a war for the soul of a forest.
|
||||||
|
Roving Corpses. Needle spawn are created by needle lords—hulking plant creatures that hail from fey domains wracked by wanton violence. When a needle lord enters a worldly forest, it spreads seed pods wherever it roams. A pod remains dormant until a humanoid dies near it or a humanoid corpse is dragged close by, whereupon the pod burrows into the corpse's decaying flesh and sprouts ropey vines covered in long, sharp needles. The vines wrap around the corpse to animate it, causing it to rise and lurch about like a zombie.
|
||||||
|
Invasive Species. When a great battle is fought in a fey woodland, the plants of the wood sometimes take on the thirst for violence and conquest that propels the fey to war. These plants become needle lords—ogre-shaped masses of thorny vines covered with long, cruel needles that pierce flesh.
|
||||||
|
A needle lord fancies itself a conquering general, wandering in search of a forest to conquer and claim. When it sets its sights on a forest, it first focuses on spreading the seed pods that give rise to its needle spawn vassals. It then prowls the wood in search of weak or defenseless humanoids to kill, converting their corpses into needle spawn to begin growing its army.
|
||||||
|
Unnatural Ally. A needle lord is an implacable foe. Driven only by a desire to conquer and rule, it wages endless war with its army of mobile dead against all creatures it views as a threat to its domination. It might even forge treaties with hobgoblins, kobolds, and other creatures willing to obey it, but it sees any alliance that casts it as a lesser partner as only a temporary measure. The needle lord betrays any allies at the first opportunity, as it believes that only one creature can claim dominion over a forest.
|
||||||
|
Source: Mordenkainen’s Fiendish Folio p. 16</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Norker</name>
|
||||||
|
<size>S</size>
|
||||||
|
<type>humanoid (goblinoid)</type>
|
||||||
|
<alignment>Chaotic Evil</alignment>
|
||||||
|
<ac>17 (natural armor)</ac>
|
||||||
|
<hp>16 (3d8+3)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>13</str>
|
||||||
|
<dex>10</dex>
|
||||||
|
<con>13</con>
|
||||||
|
<int>8</int>
|
||||||
|
<wis>8</wis>
|
||||||
|
<cha>7</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Athletics +3</skill>
|
||||||
|
<passive>9</passive>
|
||||||
|
<languages>Common, Goblin</languages>
|
||||||
|
<cr>1/2</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The norker makes one mace and one bite attack.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Bite</name>
|
||||||
|
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage.</text>
|
||||||
|
<attack>Bite|+3|1d6+1</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Mace</name>
|
||||||
|
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage.</text>
|
||||||
|
<attack>Mace|+3|1d6+1</attack>
|
||||||
|
</action>
|
||||||
|
<reaction>
|
||||||
|
<name>Defensive Rebuke</name>
|
||||||
|
<text>If a creature within 5 feet of the norker makes a melee attack against it, the norker can use its reaction to cause 4 piercing damage to it.</text>
|
||||||
|
</reaction>
|
||||||
|
<description>Cruel, vicious, and lazy even by the standards of goblinoids, norkers are tough humanoids whose long, sharp fangs and thick, bony exoskeletons make them well-suited to the ranks of hobgoblin armies. Unfortunately for their would-be masters, norkers are rebellious, truculent, and prone to indolence unless watched with a keen eye and a hand that is quick to snap a whip.
|
||||||
|
Denizens of the Deep Earth. In the ancient days, norkers were found deep within the earth. They were always few in number, and their god was a cruel, merciless tyrant who kept his children close and the outside world at a distance. This long-lost god may have been Maglubiyet's first conquest and his followers the initial, unwilling recruits into his crusade. Today, hobgoblins chafe at the suggestion that creatures as lazy and untamed as norkers could claim such an honor. For that reason alone, hobgoblin warlords are loath to use these creatures, preferring to keep them around as disposable labor in mines and quarries.
|
||||||
|
Nasty, Brutish, and Short. Even goblins bully and harass norkers, as hobgoblins place the norkers at the bottom of the goblinoid ranks, yet the norkers' ferocity, tough hides, and sharp fangs allow them to rise up and defeat goblinoids that underestimate the norkers' strength and ferocity.. For this reason, norkers are likely encountered away from their brethren. Their natural armor and weapons make them dangerous foes even when relegated to menial labor. Only the dictates of Maglubiyet have prevented the hobgoblins from hunting down and exterminating these creatures.
|
||||||
|
A Legacy of Hatred. Given their ancient defeat and terrible treatment at the hands of other goblinoids, the norkers have developed a peculiar sect of Maglubiyet worshipper. They call him the Great Scourge and believe that mortal life is a cruel test. Those norkers whose skin can withstand any blow and whose fangs sink deep into their enemies will be shepherded to paradise. To the norkers, all other creatures are enemies. Strong creatures can be mollified with servitude and obsequious begging, while weaker ones are victims for their fangs and clubs.
|
||||||
|
Source: Mordenkainen’s Fiendish Folio p. 17</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Norker War Leader</name>
|
||||||
|
<size>S</size>
|
||||||
|
<type>humanoid (goblinoid)</type>
|
||||||
|
<alignment>Chaotic Evil</alignment>
|
||||||
|
<ac>17 (natural armor)</ac>
|
||||||
|
<hp>39 (6d8+12)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>16</str>
|
||||||
|
<dex>10</dex>
|
||||||
|
<con>15</con>
|
||||||
|
<int>12</int>
|
||||||
|
<wis>11</wis>
|
||||||
|
<cha>13</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Athletics +5, Intimidation +3, Perception +2</skill>
|
||||||
|
<passive>12</passive>
|
||||||
|
<languages>Common, Goblin</languages>
|
||||||
|
<cr>3</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The norker war leader makes one greataxe and one bite attack, and also uses Fight On, You Slugs.</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>Greataxe</name>
|
||||||
|
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 9 (1d12 + 3) slashing damage.</text>
|
||||||
|
<attack>Greataxe|+5|1d12+3</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Fight On, You Slugs</name>
|
||||||
|
<text>The norker war leader picks up to three allied goblinoids within 60 feet that can see it. The chosen creatures can each use their reactions to make a single melee attack.</text>
|
||||||
|
</action>
|
||||||
|
<reaction>
|
||||||
|
<name>Defensive Rebuke</name>
|
||||||
|
<text>If a creature within 5 feet of the norker makes a melee attack against it, the norker can use its reaction to cause 6 piercing damage to it.</text>
|
||||||
|
</reaction>
|
||||||
|
<description>Cruel, vicious, and lazy even by the standards of goblinoids, norkers are tough humanoids whose long, sharp fangs and thick, bony exoskeletons make them well-suited to the ranks of hobgoblin armies. Unfortunately for their would-be masters, norkers are rebellious, truculent, and prone to indolence unless watched with a keen eye and a hand that is quick to snap a whip.
|
||||||
|
Denizens of the Deep Earth. In the ancient days, norkers were found deep within the earth. They were always few in number, and their god was a cruel, merciless tyrant who kept his children close and the outside world at a distance. This long-lost god may have been Maglubiyet's first conquest and his followers the initial, unwilling recruits into his crusade. Today, hobgoblins chafe at the suggestion that creatures as lazy and untamed as norkers could claim such an honor. For that reason alone, hobgoblin warlords are loath to use these creatures, preferring to keep them around as disposable labor in mines and quarries.
|
||||||
|
Nasty, Brutish, and Short. Even goblins bully and harass norkers, as hobgoblins place the norkers at the bottom of the goblinoid ranks, yet the norkers' ferocity, tough hides, and sharp fangs allow them to rise up and defeat goblinoids that underestimate the norkers' strength and ferocity.. For this reason, norkers are likely encountered away from their brethren. Their natural armor and weapons make them dangerous foes even when relegated to menial labor. Only the dictates of Maglubiyet have prevented the hobgoblins from hunting down and exterminating these creatures.
|
||||||
|
A Legacy of Hatred. Given their ancient defeat and terrible treatment at the hands of other goblinoids, the norkers have developed a peculiar sect of Maglubiyet worshipper. They call him the Great Scourge and believe that mortal life is a cruel test. Those norkers whose skin can withstand any blow and whose fangs sink deep into their enemies will be shepherded to paradise. To the norkers, all other creatures are enemies. Strong creatures can be mollified with servitude and obsequious begging, while weaker ones are victims for their fangs and clubs.
|
||||||
|
Source: Mordenkainen’s Fiendish Folio p. 17</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Screaming Devilkin</name>
|
||||||
|
<size>S</size>
|
||||||
|
<type>fey</type>
|
||||||
|
<alignment>Lawful Evil</alignment>
|
||||||
|
<ac>17 (natural armor)</ac>
|
||||||
|
<hp>18 (4d6+4)</hp>
|
||||||
|
<speed>walk 0 ft., fly 40 ft.</speed>
|
||||||
|
<str>4</str>
|
||||||
|
<dex>16</dex>
|
||||||
|
<con>13</con>
|
||||||
|
<int>5</int>
|
||||||
|
<wis>8</wis>
|
||||||
|
<cha>11</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>9</passive>
|
||||||
|
<languages>Sylvan</languages>
|
||||||
|
<cr>1</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<trait>
|
||||||
|
<name>Agile Flier</name>
|
||||||
|
<text>Opportunity attacks against the screaming devilkin have disadvantage while it is flying.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Ceaseless Screaming</name>
|
||||||
|
<text>Any creature other than a screaming devilkin that starts its turn within 30 feet of one or more screaming devilkins and can hear it must make a DC 10</text>
|
||||||
|
<text>Wisdom saving throw. On a failure the creature is incapacitated until the start of its next turn. On a success, the creature suffers no effect.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Stunted Legs</name>
|
||||||
|
<text>The screaming devilkin has disadvantage on attack rolls and all attack rolls made against it gain advantage while the devilkin isn't flying.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Barbed Tail</name>
|
||||||
|
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage.</text>
|
||||||
|
<attack>Barbed Tail|+5|1d4+3</attack>
|
||||||
|
</action>
|
||||||
|
<description>The ferocious screaming devilkin are bizarre fey creatures spawned by overwhelming moments of panic. Despite their diabolic appearance and name, are denizens of the Feywild. Sages believe that their appearance derives from the primal fear inspired by fiendish creatures, while bards assert that panic, being such a repulsive emotion, is embodied by an equally ugly creature.
|
||||||
|
Screaming Terrors. A screaming devilkin sometimes arises when a creature in the Feywild is overcome with panic to the point that it screams, babbles, and otherwise loses control of its faculties. When such an event occurs, the creature's scream echoes through the Feywild. If it echoes at just the right angle between a rocky outcropping in the dead of night, the scream gains intensity and volume until it reaches a piercing crescendo. At that moment, the stone of the outcropping shatters as a small flock of screaming devilkins erupts from the earth and take to the air.
|
||||||
|
Wicked Tormentors. As befits creatures born from a moment of panic, screaming devilkins love to spread fear and confusion across the world. They gather in small flocks, lurking along lonely forest roads and mountain passes. When their victims approach, the devilkins swoop down upon them to lash them with their long, barbed tails. Their horrid shrieking overwhelms a creature's senses, inspiring a combination of panic, sensory overload, and confusion that leaves creatures reeling. Despite their evil nature, screaming devilkins rarely attack to kill. They much prefer to leave their victims badly injured and shorn of all hope. The devilkin steal treasures, weapons, and supplies, dooming an expedition to a slow death. The devilkin fly near their victims, taunting them with the items they stole. Predators in the area learn that the devilkin's screeching is a sure sign that easy prey draws near.
|
||||||
|
Opportunistic Alliances. A flock of screaming devilkins can appreciate vicious cruelty in other creatures. If they see signs of an evil presence in the land, such as a cruel overlord or a vicious necromancer, they may offer an alliance if the villain offers plenty of opportunities for them to engage in wanton destruction and torment. These creatures serve as horrid mascots of a sort, capering about their new master and following orders to torment those who displease their leader with glee.
|
||||||
|
Source: Mordenkainen’s Fiendish Folio p. 19</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Xill</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>monstrosity</type>
|
||||||
|
<alignment>Lawful Evil</alignment>
|
||||||
|
<ac>16 (natural armor)</ac>
|
||||||
|
<hp>33 (6d8+6)</hp>
|
||||||
|
<speed>walk 40 ft.</speed>
|
||||||
|
<str>14</str>
|
||||||
|
<dex>18</dex>
|
||||||
|
<con>13</con>
|
||||||
|
<int>11</int>
|
||||||
|
<wis>14</wis>
|
||||||
|
<cha>9</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Acrobatics +6, Athletics +4, Perception +4</skill>
|
||||||
|
<passive>14</passive>
|
||||||
|
<languages>Common</languages>
|
||||||
|
<cr>3</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<trait>
|
||||||
|
<name>Ethereal Jaunt</name>
|
||||||
|
<text>As a bonus action, a xill can magically shift from the Material Plane to the Ethereal Plane, or vice versa.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Poison Stinger</name>
|
||||||
|
<text>The xill injects poison into one creature it hit with its claws this turn. The chosen creature must make a DC 11 Constitution saving throw, with disadvantage if the xill hit it more than once this turn, taking 14 (4d6) poison damage on a failed save, or half as much on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned this way.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The xill makes four claw attacks.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Claw</name>
|
||||||
|
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) piercing damage.</text>
|
||||||
|
<attack>Claw|+6|1d4+4</attack>
|
||||||
|
</action>
|
||||||
|
<description>Deep within the Ethereal Plane are the demiplanes, miniatures worlds built by powerful archmages and other mighty entities to serve as a private domain. Each demiplane is a designed realm, built for a specific purpose. Some are fortresses, designed to keep wanderers from the material world away. Others are far more sinister, dark realms where evil dreams take root and become ghastly realities. Such is the realm that spawned the xill, horrific, insectoid creatures created long ago to serve an ancient, evil master.
|
||||||
|
Gruesome Collectors. Xills are horrid, four-armed creatures that seem to be a cross between a lizard and insect. They emerge from the Ethereal Plane to fall upon their victims with their vicious claws, but their aim is no to kill. Instead, a xill injects its victim with a paralytic poison. When their the poison overwhelms their target, the xill snatches the victim and returns to the Ethereal. The ultimate fate of unfortunates carried off in this manner is not known, but plenty of speculation surrounds the xills' true nature and the demiplane that spawned them.
|
||||||
|
An Ancient Remnant. A variety of theories attempt to explain the xills and their origin. The one found most plausible by scholars of the planes concerns the enigmatic wizard Keraptis. Supposedly, Keraptis long ago crafted a demiplane to serve as personal domain from which he could dispatch his servitors to collect the powerful artifacts he longed to stockpile. The xills were his creation, servitors who could slip to and from the Ethereal plane and steal any artifact or kidnap any person he wished to collect.
|
||||||
|
A Mysterious Task. Little has been heard of Kerpatis. Save for the recent theft of three mighty items in the World of Greyhawk, he has remained primarily a figure of myth, rumor, and legend. As an inveterate collector of magic items, though, his demiplane is likely filled with powerful artifacts long thought lost to the multiverse. If the story is true, his demiplane is undoubtedly guarded by strange traps and logic-defying puzzles, along with a legion of brainwashed servitors and countless xills. As to the fate of the individuals seized by the xills, they perhaps form the bulk of Kerpatis's followers. Brainwashed by his magic and set to guard his many dungeons, these fanatics are among his most dangerous followers. It is telling that the xills rarely kidnap commoners. Instead, they target young but promising adventurers, those whose natural talent and aptitude point to a bright future but whose skills have not yet grown sharp enough to repel a dedicated assault.
|
||||||
|
Source: Mordenkainen’s Fiendish Folio p. 21</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Ygorl, Lord of Entropy</name>
|
||||||
|
<size>L</size>
|
||||||
|
<type>aberration</type>
|
||||||
|
<alignment>Chaotic Neutral</alignment>
|
||||||
|
<ac>20 (natural armor)</ac>
|
||||||
|
<hp>325 (26d10+182)</hp>
|
||||||
|
<speed>walk 40 ft., climb 40 ft., swim 40 ft.</speed>
|
||||||
|
<str>24</str>
|
||||||
|
<dex>18</dex>
|
||||||
|
<con>24</con>
|
||||||
|
<int>20</int>
|
||||||
|
<wis>16</wis>
|
||||||
|
<cha>26</cha>
|
||||||
|
<save>Str +14, Con +14, Cha +15</save>
|
||||||
|
<skill>Arcana +12, Deception +15, Intimidation +15, Persuasion +15</skill>
|
||||||
|
<passive>13</passive>
|
||||||
|
<languages>all, telepathy 120 ft.</languages>
|
||||||
|
<cr>23</cr>
|
||||||
|
<resist>acid, cold, fire, lightning, thunder</resist>
|
||||||
|
<immune>necrotic, poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
|
||||||
|
<senses>truesight 120 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Entropic Aura</name>
|
||||||
|
<text>Each creature that is not a construct or undead that ends its turn within 15 feet of Ygorl takes 14 (4d6) necrotic damage.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Legendary Resistance (3/Day)</name>
|
||||||
|
<text>If Ygorl fails a saving throw, it can choose to succeed instead.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Magic Resistance</name>
|
||||||
|
<text>Ygorl has advantage on saving throws against spells and other magical effects.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>Ygorl makes three attacks: two with its scythe, and one with its Entropic Touch.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Scythe</name>
|
||||||
|
<text>Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. 18 (2d10 + 7) slashing damage plus 19 (3d12) necrotic damage. Any creature reduced to 0 hit points by this attack dies, with its body and everything it is wearing and carrying, except magic items, exploding into a cloud of ash. The creature can be restored to life only by means of a wish spell.</text>
|
||||||
|
<attack>Scythe|+14|2d10+7</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Entropic Touch</name>
|
||||||
|
<text>Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 16 (2d8 + 7) necrotic damage, and the target must succeed on a DC 22 Constitution saving throw or gain one level of exhaustion.</text>
|
||||||
|
<attack>Entropic Touch|+14|2d8+7</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Summon Slaadi (1/Day)</name>
|
||||||
|
<text>Ygorl summons 1d4 + 1 death slaad. A summoned slaad appears in an unoccupied space within 60 feet of Ygorl, acts as an ally of Ygorl, and can't summon other slaadi. It remains for 1 minute, until it or Ygorl dies, or until Ygorl dismisses it as an action.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Teleport</name>
|
||||||
|
<text>Ygorl teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.</text>
|
||||||
|
</action>
|
||||||
|
<legendary>
|
||||||
|
<text>Ygorl, 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. Ygorl, regains spent legendary actions at the start of its turn.</text>
|
||||||
|
</legendary>
|
||||||
|
<legendary>
|
||||||
|
<name>Scythe</name>
|
||||||
|
<text>Ygorl makes one attack with its scythe.</text>
|
||||||
|
</legendary>
|
||||||
|
<legendary>
|
||||||
|
<name>Teleport</name>
|
||||||
|
<text>Ygorl uses its Teleport action.</text>
|
||||||
|
</legendary>
|
||||||
|
<legendary>
|
||||||
|
<name>Call the Void (Costs 3 Actions)</name>
|
||||||
|
<text>Each creature that is not a construct or undead within 30 feet of Ygorl must make a DC 22 Constitution saving throw against the lord of entropy's attempt to unmake life, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one. Ygorl then regains a number of hit points equal to half the total damage taken by all affected creatures.</text>
|
||||||
|
</legendary>
|
||||||
|
<trait>
|
||||||
|
<name>Innate Spellcasting</name>
|
||||||
|
<text>Ygorl's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
|
||||||
|
<text>At will: blight, blink, chaos bolt*, detect magic, fly, shield</text>
|
||||||
|
<text>3/day each: circle of death, enervation*, symbol (discord only)</text>
|
||||||
|
<text>2/day each: finger of death, harm, mental prison*</text>
|
||||||
|
<text>1/day each: power word kill, power word stun, symbol (death only), weird</text>
|
||||||
|
<text>* Spell from Xanathar's Guide to Everything</text>
|
||||||
|
</trait>
|
||||||
|
<spells>blight, blink, chaos bolt, detect magic, fly, shield, circle of death, enervation, symbol, finger of death, harm, mental prison, power word kill, power word stun, symbol, weird</spells>
|
||||||
|
<description>The enigmatic being known as Ygorl was one of the first slaadi created after Primus unleashed the Spawning Stone upon Limbo. A powerful being suffused with entropic power, Ygorl delights in the act of unmaking and bringing chaos to any ecosystem it visits. Lesser slaadi follow close behind the lord of entropy, delighting and furthering the destruction it brings.
|
||||||
|
Cycles of Chaos. As a personification of entropy, Ygorl is cursed to see things as they will become—broken and consumed by the march of eternity. It has no sense of empathy or compassion, driven only to unmake so that the resulting base elements of reality can fuel the multiverse's endless cycles of creation and destruction.
|
||||||
|
Speaking to Ygorl is a taxing endeavor, as the lord of entropy channels its thoughts as a stream of consciousness that is both disturbing and difficult to follow. Mortal creatures that have attempted to parley with Ygorl are known to have been driven to madness in the process.
|
||||||
|
Death and Destruction. Ygorl's most notable possession is an adamantine scythe with the slaad word for death inscribed across the blade, which can reduce living creatures to ash. The lord of entropy also bears a set of obsidian tablets slung about its waist, upon which it inscribes destructive runes. Living creatures wither and rot within the entropic energy emanated by Ygorl's magic.
|
||||||
|
Source: Mordenkainen’s Fiendish Folio p. 20</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
</compendium>
|
||||||
9595
FightClub5eXML/Sources/MordenkainensTomeOfFoes/bestiary-mtf.xml
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FightClub5eXML/Sources/MythicOdysseysOfTheros/bestiary-mot.xml
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FightClub5eXML/Sources/OutOfTheAbyss/bestiary-oota.xml
Executable file
4676
FightClub5eXML/Sources/OutOfTheAbyss/bestiary-oota.xml
Executable file
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1328
FightClub5eXML/Sources/PlaneShift/bestiary-ps-a.xml
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FightClub5eXML/Sources/PlaneShift/bestiary-ps-d.xml
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FightClub5eXML/Sources/PlaneShift/bestiary-ps-d.xml
Executable file
@@ -0,0 +1,169 @@
|
|||||||
|
<?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>
|
||||||
810
FightClub5eXML/Sources/PlaneShift/bestiary-ps-i.xml
Executable file
810
FightClub5eXML/Sources/PlaneShift/bestiary-ps-i.xml
Executable file
@@ -0,0 +1,810 @@
|
|||||||
|
<?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>
|
||||||
112
FightClub5eXML/Sources/PlaneShift/bestiary-ps-k.xml
Executable file
112
FightClub5eXML/Sources/PlaneShift/bestiary-ps-k.xml
Executable file
@@ -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>
|
||||||
844
FightClub5eXML/Sources/PlaneShift/bestiary-ps-x.xml
Executable file
844
FightClub5eXML/Sources/PlaneShift/bestiary-ps-x.xml
Executable file
@@ -0,0 +1,844 @@
|
|||||||
|
<?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>Harpy–Plane 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 Harpy–Plane 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 Harpy–Plane Shift: Ixalan sings a magical melody. Every humanoid and giant within 300 feet of the Harpy–Plane Shift: Ixalan that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The Harpy–Plane 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 Harpy–Plane Shift: Ixalan is incapacitated.</text>
|
||||||
|
<text>While charmed by the Harpy–Plane 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 Harpy–Plane Shift: Ixalan, the target must move on its turn toward the Harpy–Plane 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 Harpy–Plane 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 Harpy–Plane 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>
|
||||||
209
FightClub5eXML/Sources/PlaneShift/bestiary-ps-z.xml
Executable file
209
FightClub5eXML/Sources/PlaneShift/bestiary-ps-z.xml
Executable file
@@ -0,0 +1,209 @@
|
|||||||
|
<?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>Felidar–Plane 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 Felidar–Plane 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 Felidar–Plane Shift: Zendikar can make one bite attack against it as a bonus action.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Magic Resistance</name>
|
||||||
|
<text>The Felidar–Plane Shift: Zendikar has advantage on saving throws against spells and other magical effects.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Magic Weapons</name>
|
||||||
|
<text>The Felidar–Plane Shift: Zendikar's weapon attacks are magical.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The Felidar–Plane 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 Felidar–Plane 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 Felidar–Plane 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 Felidar–Plane 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 Felidar–Plane Shift: Zendikar makes one attack with its claws.</text>
|
||||||
|
</legendary>
|
||||||
|
<legendary>
|
||||||
|
<name>Shimmering Shield (Costs 2 Actions)</name>
|
||||||
|
<text>The Felidar–Plane 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 Felidar–Plane Shift: Zendikar's next turn.</text>
|
||||||
|
</legendary>
|
||||||
|
<legendary>
|
||||||
|
<name>Heal Self (Costs 3 Actions)</name>
|
||||||
|
<text>The Felidar–Plane Shift: Zendikar magically regains 11 (2d8 + 2) hit points.</text>
|
||||||
|
</legendary>
|
||||||
|
<trait>
|
||||||
|
<name>Innate Spellcasting</name>
|
||||||
|
<text>The Felidar–Plane Shift: Zendikar's innate spellcasting ability is Charisma (spell save DC 14). The Felidar–Plane 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>Kraken–Plane 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 Kraken–Plane Shift: Zendikar can breathe air and water.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The Kraken–Plane 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 Kraken–Plane 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 Kraken–Plane Shift: Zendikar's innate spellcasting ability is Charisma (spell save DC 17). The Kraken–Plane 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>
|
||||||
198
FightClub5eXML/Sources/PlayersHandbook/bestiary-phb.xml
Executable file
198
FightClub5eXML/Sources/PlayersHandbook/bestiary-phb.xml
Executable file
@@ -0,0 +1,198 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<monster>
|
||||||
|
<name>Animated Object (Huge)</name>
|
||||||
|
<size>H</size>
|
||||||
|
<type>construct</type>
|
||||||
|
<alignment>Unaligned</alignment>
|
||||||
|
<ac>10 (natural armor)</ac>
|
||||||
|
<hp>80 (80d1)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>18</str>
|
||||||
|
<dex>6</dex>
|
||||||
|
<con>10</con>
|
||||||
|
<int>3</int>
|
||||||
|
<wis>3</wis>
|
||||||
|
<cha>1</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>6</passive>
|
||||||
|
<languages></languages>
|
||||||
|
<cr></cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>blindsight 30 ft. (blind beyond this radius)</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Animated</name>
|
||||||
|
<text>If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0.</text>
|
||||||
|
<text>When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.</text>
|
||||||
|
<text>The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Slam</name>
|
||||||
|
<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 16 (2d12 + 4) bludgeoning damage.</text>
|
||||||
|
<attack>Slam|+8|2d12+4</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Player's Handbook p. 213</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Animated Object (Large)</name>
|
||||||
|
<size>L</size>
|
||||||
|
<type>construct</type>
|
||||||
|
<alignment>Unaligned</alignment>
|
||||||
|
<ac>10 (natural armor)</ac>
|
||||||
|
<hp>50 (50d1)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>14</str>
|
||||||
|
<dex>10</dex>
|
||||||
|
<con>10</con>
|
||||||
|
<int>3</int>
|
||||||
|
<wis>3</wis>
|
||||||
|
<cha>1</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>6</passive>
|
||||||
|
<languages></languages>
|
||||||
|
<cr></cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>blindsight 30 ft. (blind beyond this radius)</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Animated</name>
|
||||||
|
<text>If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0.</text>
|
||||||
|
<text>When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.</text>
|
||||||
|
<text>The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Slam</name>
|
||||||
|
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 12 (2d10 + 2) bludgeoning damage.</text>
|
||||||
|
<attack>Slam|+6|2d10+2</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Player's Handbook p. 213</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Animated Object (Medium)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>construct</type>
|
||||||
|
<alignment>Unaligned</alignment>
|
||||||
|
<ac>13 (natural armor)</ac>
|
||||||
|
<hp>40 (40d1)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>10</str>
|
||||||
|
<dex>12</dex>
|
||||||
|
<con>10</con>
|
||||||
|
<int>3</int>
|
||||||
|
<wis>3</wis>
|
||||||
|
<cha>1</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>6</passive>
|
||||||
|
<languages></languages>
|
||||||
|
<cr></cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>blindsight 30 ft. (blind beyond this radius)</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Animated</name>
|
||||||
|
<text>If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0.</text>
|
||||||
|
<text>When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.</text>
|
||||||
|
<text>The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Slam</name>
|
||||||
|
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (2d6 + 1) bludgeoning damage.</text>
|
||||||
|
<attack>Slam|+5|2d6+1</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Player's Handbook p. 213</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Animated Object (Small)</name>
|
||||||
|
<size>S</size>
|
||||||
|
<type>construct</type>
|
||||||
|
<alignment>Unaligned</alignment>
|
||||||
|
<ac>16 (natural armor)</ac>
|
||||||
|
<hp>25 (25d1)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>6</str>
|
||||||
|
<dex>14</dex>
|
||||||
|
<con>10</con>
|
||||||
|
<int>3</int>
|
||||||
|
<wis>3</wis>
|
||||||
|
<cha>1</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>6</passive>
|
||||||
|
<languages></languages>
|
||||||
|
<cr></cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>blindsight 30 ft. (blind beyond this radius)</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Animated</name>
|
||||||
|
<text>If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0.</text>
|
||||||
|
<text>When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.</text>
|
||||||
|
<text>The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Slam</name>
|
||||||
|
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d8 + 2) bludgeoning damage.</text>
|
||||||
|
<attack>Slam|+6|1d8+2</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Player's Handbook p. 213</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Animated Object (Tiny)</name>
|
||||||
|
<size>T</size>
|
||||||
|
<type>construct</type>
|
||||||
|
<alignment>Unaligned</alignment>
|
||||||
|
<ac>18 (natural armor)</ac>
|
||||||
|
<hp>20 (20d1)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>4</str>
|
||||||
|
<dex>18</dex>
|
||||||
|
<con>10</con>
|
||||||
|
<int>3</int>
|
||||||
|
<wis>3</wis>
|
||||||
|
<cha>1</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>6</passive>
|
||||||
|
<languages></languages>
|
||||||
|
<cr></cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>blindsight 30 ft. (blind beyond this radius)</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Animated</name>
|
||||||
|
<text>If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0.</text>
|
||||||
|
<text>When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.</text>
|
||||||
|
<text>The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Slam</name>
|
||||||
|
<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 6 (1d4 + 4) bludgeoning damage.</text>
|
||||||
|
<attack>Slam|+8|1d4+4</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Player's Handbook p. 213</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
</compendium>
|
||||||
6160
FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml
Executable file
6160
FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml
Executable file
File diff suppressed because it is too large
Load Diff
3328
FightClub5eXML/Sources/PrincesOfTheApocalypse/bestiary-pota.xml
Executable file
3328
FightClub5eXML/Sources/PrincesOfTheApocalypse/bestiary-pota.xml
Executable file
File diff suppressed because it is too large
Load Diff
371
FightClub5eXML/Sources/RickAndMorty/bestiary-rmbre.xml
Executable file
371
FightClub5eXML/Sources/RickAndMorty/bestiary-rmbre.xml
Executable file
@@ -0,0 +1,371 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<monster>
|
||||||
|
<name>Billy Beaver</name>
|
||||||
|
<size>L</size>
|
||||||
|
<type>construct</type>
|
||||||
|
<alignment>Unaligned</alignment>
|
||||||
|
<ac>13 (natural armor)</ac>
|
||||||
|
<hp>34 (7d10+21)</hp>
|
||||||
|
<speed>walk 40 ft.</speed>
|
||||||
|
<str>20</str>
|
||||||
|
<dex>12</dex>
|
||||||
|
<con>17</con>
|
||||||
|
<int>3</int>
|
||||||
|
<wis>12</wis>
|
||||||
|
<cha>7</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Perception +3</skill>
|
||||||
|
<passive>13</passive>
|
||||||
|
<languages>Common</languages>
|
||||||
|
<cr>3</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune>poison, psychic</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Keen Sight and Smell</name>
|
||||||
|
<text>Billy Beaver has advantage on Wisdom (Perception) checks that rely on sight or smell.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Beak</name>
|
||||||
|
<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 10 (1d10 + 5) piercing damage.</text>
|
||||||
|
<attack>Beak|+7|1d10+5</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: The Lost Dungeon of Rickedness: Big Rick Energy p. 27</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Buster the Bear</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>construct</type>
|
||||||
|
<alignment>Chaotic Evil</alignment>
|
||||||
|
<ac>16 (hide armor, shield)</ac>
|
||||||
|
<hp>27 (5d8+5)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>15</str>
|
||||||
|
<dex>14</dex>
|
||||||
|
<con>13</con>
|
||||||
|
<int>8</int>
|
||||||
|
<wis>11</wis>
|
||||||
|
<cha>9</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Stealth +6, Survival +2</skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>Common</languages>
|
||||||
|
<cr>1</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune>poison, psychic</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Surprise Attack</name>
|
||||||
|
<text>If Buster the Bear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Bashin' Banjo</name>
|
||||||
|
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) bludgeoning damage.</text>
|
||||||
|
<attack>Bashin' Banjo|+4|1d8+2</attack>
|
||||||
|
</action>
|
||||||
|
<description>Buster the Bear is a lovable, roly-poly teddy bear with a plaid shirt, torn jeans, and a banjo.
|
||||||
|
The five automatons that serve as the tavern's wait staff each have a name tag, are super friendly to the patrons, and attend to everyone's needs until it comes time for the Slaughterfest. If an automaton is attacked before the Slaughterfest, it giggles and repeats folksy homilies until it is destroyed. The next round, it magically pops back to life fully healed, then asks, "What can I do for ya?"
|
||||||
|
Source: The Lost Dungeon of Rickedness: Big Rick Energy p. 27</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Large Mimic (Multiattack)</name>
|
||||||
|
<size>L</size>
|
||||||
|
<type>monstrosity (shapechanger)</type>
|
||||||
|
<alignment>Neutral</alignment>
|
||||||
|
<ac>12 (natural armor)</ac>
|
||||||
|
<hp>75 (9d8+18)</hp>
|
||||||
|
<speed>walk 15 ft.</speed>
|
||||||
|
<str>17</str>
|
||||||
|
<dex>12</dex>
|
||||||
|
<con>15</con>
|
||||||
|
<int>5</int>
|
||||||
|
<wis>13</wis>
|
||||||
|
<cha>8</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Stealth +5</skill>
|
||||||
|
<passive>11</passive>
|
||||||
|
<languages></languages>
|
||||||
|
<cr>2</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune>acid</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>prone</conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Shapechanger</name>
|
||||||
|
<text>The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics 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>Adhesive (Object Form Only)</name>
|
||||||
|
<text>The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>False Appearance (Object Form Only)</name>
|
||||||
|
<text>While the mimic remains motionless, it is indistinguishable from an ordinary object.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Grappler</name>
|
||||||
|
<text>The mimic has advantage on attack rolls against any creature grappled by it.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The mimic makes three attacks: two with its pseudopods and one with its bite.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Pseudopod</name>
|
||||||
|
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.</text>
|
||||||
|
<attack>Pseudopod|+5|1d8+3</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Bite</name>
|
||||||
|
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.</text>
|
||||||
|
<attack>Bite|+5|1d8+3</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: The Lost Dungeon of Rickedness: Big Rick Energy p. 122</description>
|
||||||
|
<environment>underdark, urban</environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Layla the Lizard</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>construct</type>
|
||||||
|
<alignment>Chaotic Evil</alignment>
|
||||||
|
<ac>12</ac>
|
||||||
|
<hp>22 (5d8)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>13</str>
|
||||||
|
<dex>15</dex>
|
||||||
|
<con>10</con>
|
||||||
|
<int>7</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>6</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>Common</languages>
|
||||||
|
<cr>1</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune>poison, psychic</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<action>
|
||||||
|
<name>Bite</name>
|
||||||
|
<text>Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 9 (2d6 + 2) piercing damage.</text>
|
||||||
|
<attack>Bite|+2|2d6+2</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Claws</name>
|
||||||
|
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage.</text>
|
||||||
|
<attack>Claws|+4|2d4+2</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: The Lost Dungeon of Rickedness: Big Rick Energy p. 28</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Lycanthropickle</name>
|
||||||
|
<size>S</size>
|
||||||
|
<type>plant</type>
|
||||||
|
<alignment>Neutral Evil</alignment>
|
||||||
|
<ac>13 (natural armor)</ac>
|
||||||
|
<hp>4 (1d6+1)</hp>
|
||||||
|
<speed>walk 20 ft.</speed>
|
||||||
|
<str>6</str>
|
||||||
|
<dex>13</dex>
|
||||||
|
<con>12</con>
|
||||||
|
<int>4</int>
|
||||||
|
<wis>8</wis>
|
||||||
|
<cha>3</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Stealth +3</skill>
|
||||||
|
<passive>9</passive>
|
||||||
|
<languages>Common understands but can't speak</languages>
|
||||||
|
<cr>1/8</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable>fire</vulnerable>
|
||||||
|
<conditionImmune>blinded, deafened</conditionImmune>
|
||||||
|
<senses>blindsight 60 ft. (blind beyond this radius)</senses>
|
||||||
|
<trait>
|
||||||
|
<name>False Appearance</name>
|
||||||
|
<text>While the lycanthropickle remains motionless, it is indistinguishable from a pickle.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Claws</name>
|
||||||
|
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage.</text>
|
||||||
|
<attack>Claws|+3|1d4+1</attack>
|
||||||
|
</action>
|
||||||
|
<description>Curse of Lycanthropickling.
|
||||||
|
------
|
||||||
|
A humanoid creature has a 20 percent chance to be afflicted with the curse of lycanthropickling after being wounded by a lycanthropickle. The curse lasts for 3 days. Each long rest the creature spends in a vat or jar of pickling brine prolongs the curse by 1 day.
|
||||||
|
A lycanthropickle can either resist its curse or embrace it. By resisting the curse, a lycanthropickle retains its normal alignment and personality while in humanoid form. It lives its boring life as it always has, burying deep its raging, murderous urges just like the rest of us.
|
||||||
|
Some individuals see little point in fighting the curse and accept what they are. They can assume pickle form or hybrid form at will. Most lycanthropickles that embrace their briny natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak.
|
||||||
|
In hybrid form, a lycanthropickle has the same statistics as a twig blight with the altered ability noted here.
|
||||||
|
In pickle form, a lycanthropickle has no statistics and is indistinguishable from a pickle... because it's a pickle.
|
||||||
|
------
|
||||||
|
Source: The Lost Dungeon of Rickedness: Big Rick Energy p. 11</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Meeseeks</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid (any race)</type>
|
||||||
|
<alignment>Any alignment</alignment>
|
||||||
|
<ac>10</ac>
|
||||||
|
<hp>0</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>10</str>
|
||||||
|
<dex>10</dex>
|
||||||
|
<con>10</con>
|
||||||
|
<int>10</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>10</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>any one language (usually Common)</languages>
|
||||||
|
<cr>0</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<trait>
|
||||||
|
<name>Hit Points</name>
|
||||||
|
<text>—(immune to damage)</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Club</name>
|
||||||
|
<text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.</text>
|
||||||
|
<attack>Club|+2|1d4</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: The Lost Dungeon of Rickedness: Big Rick Energy p. 16</description>
|
||||||
|
<environment>arctic, desert, coastal, grassland, hill, urban, forest</environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Piggy Wiggle Butt</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>construct</type>
|
||||||
|
<alignment>Chaotic Evil</alignment>
|
||||||
|
<ac>13 (hide armor)</ac>
|
||||||
|
<hp>15 (2d8+6)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>16</str>
|
||||||
|
<dex>12</dex>
|
||||||
|
<con>16</con>
|
||||||
|
<int>7</int>
|
||||||
|
<wis>11</wis>
|
||||||
|
<cha>10</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Intimidation +2</skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>Common</languages>
|
||||||
|
<cr>1/2</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune>poison, psychic</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Aggressive</name>
|
||||||
|
<text>As a bonus action, Piggy Wiggle Butt can move up to its speed toward a hostile creature that it can see.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Clay Jug</name>
|
||||||
|
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage.</text>
|
||||||
|
<attack>Clay Jug|+5|1d8+3</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: The Lost Dungeon of Rickedness: Big Rick Energy p. 28</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Thomas T. Toad</name>
|
||||||
|
<size>L</size>
|
||||||
|
<type>construct</type>
|
||||||
|
<alignment>Chaotic Evil</alignment>
|
||||||
|
<ac>11 (hide armor)</ac>
|
||||||
|
<hp>59 (7d10+21)</hp>
|
||||||
|
<speed>walk 40 ft.</speed>
|
||||||
|
<str>19</str>
|
||||||
|
<dex>8</dex>
|
||||||
|
<con>16</con>
|
||||||
|
<int>5</int>
|
||||||
|
<wis>7</wis>
|
||||||
|
<cha>7</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>8</passive>
|
||||||
|
<languages>Common</languages>
|
||||||
|
<cr>2</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune>poison, psychic</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<action>
|
||||||
|
<name>Webby Hands</name>
|
||||||
|
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) bludgeoning damage.</text>
|
||||||
|
<attack>Webby Hands|+6|1d8+4</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: The Lost Dungeon of Rickedness: Big Rick Energy p. 28</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Tommy Two-Butts</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid (goblinoid)</type>
|
||||||
|
<alignment>Chaotic Evil</alignment>
|
||||||
|
<ac>16 (hide armor, shield)</ac>
|
||||||
|
<hp>27 (5d8+5)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>15</str>
|
||||||
|
<dex>14</dex>
|
||||||
|
<con>13</con>
|
||||||
|
<int>8</int>
|
||||||
|
<wis>11</wis>
|
||||||
|
<cha>9</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Stealth +6, Survival +2</skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>Common, Goblin</languages>
|
||||||
|
<cr>1</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Brute</name>
|
||||||
|
<text>A melee weapon deals one extra die of its damage when Tommy hits with it (included in the attack).</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Surprise Attack</name>
|
||||||
|
<text>If Tommy surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Morningstar</name>
|
||||||
|
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 11 (2d8 + 2) piercing damage.</text>
|
||||||
|
<attack>Morningstar|+4|2d8+2</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Javelin</name>
|
||||||
|
<text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.</text>
|
||||||
|
<attack>Javelin|+4|2d6+2</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: The Lost Dungeon of Rickedness: Big Rick Energy p. 18</description>
|
||||||
|
<environment>underdark, grassland, forest</environment>
|
||||||
|
</monster>
|
||||||
|
</compendium>
|
||||||
1491
FightClub5eXML/Sources/RiseOfTiamat/bestiary-rot.xml
Executable file
1491
FightClub5eXML/Sources/RiseOfTiamat/bestiary-rot.xml
Executable file
File diff suppressed because it is too large
Load Diff
172
FightClub5eXML/Sources/SleepingDragonsWake/bestiary-sdw.xml
Executable file
172
FightClub5eXML/Sources/SleepingDragonsWake/bestiary-sdw.xml
Executable file
@@ -0,0 +1,172 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<monster>
|
||||||
|
<name>Giant Shark Skeleton</name>
|
||||||
|
<size>H</size>
|
||||||
|
<type>undead</type>
|
||||||
|
<alignment>Unaligned</alignment>
|
||||||
|
<ac>13 (natural armor)</ac>
|
||||||
|
<hp>126 (11d12+55)</hp>
|
||||||
|
<speed>walk 20 ft., swim 50 ft.</speed>
|
||||||
|
<str>23</str>
|
||||||
|
<dex>11</dex>
|
||||||
|
<con>21</con>
|
||||||
|
<int>1</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>5</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Perception +3</skill>
|
||||||
|
<passive>13</passive>
|
||||||
|
<languages></languages>
|
||||||
|
<cr>5</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune>poison</immune>
|
||||||
|
<vulnerable>bludgeoning</vulnerable>
|
||||||
|
<conditionImmune>exhaustion, poisoned</conditionImmune>
|
||||||
|
<senses>blindsight 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Blood Frenzy</name>
|
||||||
|
<text>The giant shark skeleton has advantage on melee attack rolls against any creature that doesn't have all its hit points.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Bite</name>
|
||||||
|
<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 22 (3d10 + 6) piercing damage.</text>
|
||||||
|
<attack>Bite|+9|3d10+6</attack>
|
||||||
|
</action>
|
||||||
|
<description>A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.
|
||||||
|
The giant shark skeleton doesn't require air, food, drink, or sleep. The shark has had skeletal feet attached by some demented necromancer.
|
||||||
|
Source: Essentials Kit: Sleeping Dragon's Wake</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Lhammaruntosz</name>
|
||||||
|
<size>H</size>
|
||||||
|
<type>dragon</type>
|
||||||
|
<alignment>Lawful Good</alignment>
|
||||||
|
<ac>19 (natural armor)</ac>
|
||||||
|
<hp>212 (17d12+102)</hp>
|
||||||
|
<speed>walk 40 ft., fly 80 ft., swim 40 ft.</speed>
|
||||||
|
<str>25</str>
|
||||||
|
<dex>10</dex>
|
||||||
|
<con>23</con>
|
||||||
|
<int>16</int>
|
||||||
|
<wis>15</wis>
|
||||||
|
<cha>19</cha>
|
||||||
|
<save>Dex +5, Con +11, Wis +7, Cha +9</save>
|
||||||
|
<skill>Insight +7, Perception +12, Stealth +5</skill>
|
||||||
|
<passive>22</passive>
|
||||||
|
<languages>Common, Draconic</languages>
|
||||||
|
<cr>16</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune>lightning</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>blindsight 60 ft., darkvision 120 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Amphibious</name>
|
||||||
|
<text>Lhammaruntosz can breathe air and water.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Legendary Resistance (3/Day)</name>
|
||||||
|
<text>If Lhammaruntosz fails a saving throw, she can choose to succeed instead.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Regeneration</name>
|
||||||
|
<text>Lhammaruntosz regains 5 hit points at the start of her turn.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>Lhammaruntosz can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Bite</name>
|
||||||
|
<text>Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 18 (2d10 + 7) piercing damage.</text>
|
||||||
|
<attack>Bite|+12|2d10+7</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Claw</name>
|
||||||
|
<text>Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 14 (2d6 + 7) slashing damage.</text>
|
||||||
|
<attack>Claw|+12|2d6+7</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Tail</name>
|
||||||
|
<text>Melee Weapon Attack: +12 to hit, reach 15 ft., one target. 16 (2d8 + 7) bludgeoning damage.</text>
|
||||||
|
<attack>Tail|+12|2d8+7</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Frightful Presence</name>
|
||||||
|
<text>Each creature of Lhammaruntosz's choice that is within 120 feet of her and aware of her 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, 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 Lhammaruntosz's Frightful Presence for the next 24 hours.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Breath Weapons (Recharge 5-6)</name>
|
||||||
|
<text>Lhammaruntosz uses one of the following breath weapons.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Lightning Breath</name>
|
||||||
|
<text>Lhammaruntosz exhales lightning in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.</text>
|
||||||
|
<attack>Lightning Breath||12d10</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Repulsion Breath</name>
|
||||||
|
<text>Lhammaruntosz exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Change Shape</name>
|
||||||
|
<text>Lhammaruntosz magically polymorphs into a humanoid or beast that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Lhammaruntosz's choice).</text>
|
||||||
|
<text>In a new form, Lhammaruntosz retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.</text>
|
||||||
|
</action>
|
||||||
|
<legendary>
|
||||||
|
<text>Lhammaruntosz 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. Lhammaruntosz regains spent legendary actions at the start of its turn.</text>
|
||||||
|
</legendary>
|
||||||
|
<legendary>
|
||||||
|
<name>Detect</name>
|
||||||
|
<text>Lhammaruntosz makes a Wisdom (Perception) check.</text>
|
||||||
|
</legendary>
|
||||||
|
<legendary>
|
||||||
|
<name>Tail Attack</name>
|
||||||
|
<text>Lhammaruntosz makes a tail attack.</text>
|
||||||
|
</legendary>
|
||||||
|
<legendary>
|
||||||
|
<name>Wing Attack (Costs 2 Actions)</name>
|
||||||
|
<text>Lhammaruntosz beats its wings. Each creature within 10 feet of Lhammaruntosz must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. Lhammaruntosz can then fly up to half her flying speed.</text>
|
||||||
|
</legendary>
|
||||||
|
<legendary>
|
||||||
|
<name>Lair Actions</name>
|
||||||
|
</legendary>
|
||||||
|
<legendary>
|
||||||
|
<text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:</text>
|
||||||
|
<text>• The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.</text>
|
||||||
|
<text>• A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn.</text>
|
||||||
|
</legendary>
|
||||||
|
<legendary>
|
||||||
|
<name>Regional Effects</name>
|
||||||
|
</legendary>
|
||||||
|
<legendary>
|
||||||
|
<text>The region containing a legendary bronze dragon's lair is warped by the dragon's magic.</text>
|
||||||
|
<text>• Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell.</text>
|
||||||
|
<text>• Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues.</text>
|
||||||
|
<text>• Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.</text>
|
||||||
|
<text>If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.</text>
|
||||||
|
</legendary>
|
||||||
|
<trait>
|
||||||
|
<name>Innate Spellcasting</name>
|
||||||
|
<text>Lhammaruntosz's spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components:</text>
|
||||||
|
<text>1/day each: create food and water, detect thoughts, fog cloud, speak with animals</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Spellcasting</name>
|
||||||
|
<text>Lhammaruntosz is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17; +9 to hit with spell attacks). She has the following sorcerer spells prepared:</text>
|
||||||
|
<text>Cantrips (at will): light, mage hand, mending</text>
|
||||||
|
<text>• 1st level (4 slots): charm person, detect magic, expeditious retreat, sleep</text>
|
||||||
|
<text>• 2nd level (3 slots): darkness, invisibility, suggestion</text>
|
||||||
|
<text>• 3rd level (3 slots): dispel magic, protection from energy</text>
|
||||||
|
<text>• 4th level (2 slots): dimension door, stoneskin</text>
|
||||||
|
</trait>
|
||||||
|
<slots>4, 3, 3, 2</slots>
|
||||||
|
<spells>create food and water, detect thoughts, fog cloud, speak with animals, light, mage hand, mending, charm person, detect magic, expeditious retreat, sleep, darkness, invisibility, suggestion, dispel magic, protection from energy, dimension door, stoneskin</spells>
|
||||||
|
<description>Lhammaruntosz, a bronze dragon with the ability to heal quickly, spent decades defending Leilon and the surrounding area as the captain of the Scaly Eye, a fleet that battled pirates and other threats. To honor her deeds, the Swords of Leilon constructed the Bronze Shrine, a massive temple to Bahamut, god of metallic dragons, in a cliff overlooking the sea. The shrine's face is carved in Lhammaruntosz's likeness and includes quarters for the rest of the Scaly Eye and a magic statue of Bahamut, which the dragon can use to commune with the deity.
|
||||||
|
In recent decades Lhammaruntosz has retreated inside the shrine, becoming reclusive due to a attack by a disguised demon which has driven her mad. She leaves on rare occasions to hunt for food, returning as soon as possible. Members of the Scaly Eye still live within the Bronze Shrine, as Lhammaruntosz has ordered them to stay on as her guardians.
|
||||||
|
Source: Essentials Kit: Sleeping Dragon's Wake</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
</compendium>
|
||||||
6051
FightClub5eXML/Sources/StormKingsThunder/bestiary-skt.xml
Executable file
6051
FightClub5eXML/Sources/StormKingsThunder/bestiary-skt.xml
Executable file
File diff suppressed because it is too large
Load Diff
340
FightClub5eXML/Sources/StormLordsWrath/bestiary-slw.xml
Executable file
340
FightClub5eXML/Sources/StormLordsWrath/bestiary-slw.xml
Executable file
@@ -0,0 +1,340 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<monster>
|
||||||
|
<name>Expert</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid</type>
|
||||||
|
<alignment>Any alignment</alignment>
|
||||||
|
<ac>15 (studded leather armor)</ac>
|
||||||
|
<hp>44 (8d8+8)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>10</str>
|
||||||
|
<dex>16</dex>
|
||||||
|
<con>12</con>
|
||||||
|
<int>14</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>14</cha>
|
||||||
|
<save>Dex +6</save>
|
||||||
|
<skill>Acrobatics +9, Performance +5, Persuasion +5, Sleight of hand +6, Stealth +9</skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>Common, plus one of your choice</languages>
|
||||||
|
<cr></cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<trait>
|
||||||
|
<name>Helpful</name>
|
||||||
|
<text>The expert can take the Help action as a bonus action, and the creature who receives the help gains a 1d6 bonus to the d20 roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack's damage roll against one target.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Tools</name>
|
||||||
|
<text>The expert has thieves' tools and a musical instrument.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Extra Attack</name>
|
||||||
|
<text>The expert can attack twice, instead of once, whenever it takes the Attack action on its turn.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Shortsword</name>
|
||||||
|
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.</text>
|
||||||
|
<attack>Shortsword|+6|1d6+3</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Dagger</name>
|
||||||
|
<text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage.</text>
|
||||||
|
<attack>Dagger|+6|1d4+3</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Shortbow</name>
|
||||||
|
<text>Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage.</text>
|
||||||
|
<attack>Shortbow|+6|1d6+3</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Essentials Kit: Storm Lord's Wrath</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Skull Flier</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>construct</type>
|
||||||
|
<alignment>Unaligned</alignment>
|
||||||
|
<ac>16 (natural armor)</ac>
|
||||||
|
<hp>24 (3d8)</hp>
|
||||||
|
<speed>walk 10 ft., fly 50 ft.</speed>
|
||||||
|
<str>10</str>
|
||||||
|
<dex>14</dex>
|
||||||
|
<con>10</con>
|
||||||
|
<int>1</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>3</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages></languages>
|
||||||
|
<cr>1/2</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune>poison, psychic</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>charmed, frightened, paralyzed, petrified, poisoned</conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<action>
|
||||||
|
<name>Sting</name>
|
||||||
|
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.</text>
|
||||||
|
<attack>Sting|+4|1d6+2</attack>
|
||||||
|
<attack>Sting||3d6</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Essentials Kit: Storm Lord's Wrath</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Spellcaster (Healer)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid</type>
|
||||||
|
<alignment>Any alignment</alignment>
|
||||||
|
<ac>13 (studded leather armor)</ac>
|
||||||
|
<hp>36 (8d8)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>10</str>
|
||||||
|
<dex>12</dex>
|
||||||
|
<con>10</con>
|
||||||
|
<int>15</int>
|
||||||
|
<wis>16</wis>
|
||||||
|
<cha>13</cha>
|
||||||
|
<save>Wis +6</save>
|
||||||
|
<skill>Arcana +5, Investigation +5, Religion +5</skill>
|
||||||
|
<passive>13</passive>
|
||||||
|
<languages>Common, plus one of your choice</languages>
|
||||||
|
<cr></cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<trait>
|
||||||
|
<name>Potent Cantrip</name>
|
||||||
|
<text>The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Quarterstaff</name>
|
||||||
|
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.</text>
|
||||||
|
<attack>Quarterstaff|+3|1d6</attack>
|
||||||
|
</action>
|
||||||
|
<trait>
|
||||||
|
<name>Spellcasting (Healer)</name>
|
||||||
|
<text>The spellcaster's spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The spellcaster has following cleric spells prepared:</text>
|
||||||
|
<text>Cantrips (at will): guidance, light, resistance, sacred flame</text>
|
||||||
|
<text>• 1st level (4 slots): bless, cure wounds, shield of faith</text>
|
||||||
|
<text>• 2nd level (3 slots): aid, lesser restoration</text>
|
||||||
|
<text>• 3rd level (3 slots): protection from energy, revivify</text>
|
||||||
|
<text>• 4th level (1 slots): death ward</text>
|
||||||
|
</trait>
|
||||||
|
<slots>4, 3, 3, 1</slots>
|
||||||
|
<spells>guidance, light, resistance, sacred flame, bless, cure wounds, shield of faith, aid, lesser restoration, protection from energy, revivify, death ward</spells>
|
||||||
|
<description>
|
||||||
|
Source: Essentials Kit: Storm Lord's Wrath</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Spellcaster (Mage)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid</type>
|
||||||
|
<alignment>Any alignment</alignment>
|
||||||
|
<ac>13 (studded leather armor)</ac>
|
||||||
|
<hp>36 (8d8)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>10</str>
|
||||||
|
<dex>12</dex>
|
||||||
|
<con>10</con>
|
||||||
|
<int>16</int>
|
||||||
|
<wis>14</wis>
|
||||||
|
<cha>13</cha>
|
||||||
|
<save>Wis +5</save>
|
||||||
|
<skill>Arcana +6, Investigation +6, Religion +6</skill>
|
||||||
|
<passive>12</passive>
|
||||||
|
<languages>Common, plus one of your choice</languages>
|
||||||
|
<cr></cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<trait>
|
||||||
|
<name>Potent Cantrip</name>
|
||||||
|
<text>The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Quarterstaff</name>
|
||||||
|
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.</text>
|
||||||
|
<attack>Quarterstaff|+3|1d6</attack>
|
||||||
|
</action>
|
||||||
|
<trait>
|
||||||
|
<name>Spellcasting (Mage)</name>
|
||||||
|
<text>The spellcaster's spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The spellcaster has following wizard spells prepared:</text>
|
||||||
|
<text>Cantrips (at will): fire bolt, light, mage hand, minor illusion</text>
|
||||||
|
<text>• 1st level (4 slots): burning hands, shield, sleep</text>
|
||||||
|
<text>• 2nd level (3 slots): flaming sphere, invisibility</text>
|
||||||
|
<text>• 3rd level (3 slots): fireball, fly</text>
|
||||||
|
<text>• 4th level (1 slots): wall of fire</text>
|
||||||
|
</trait>
|
||||||
|
<slots>4, 3, 3, 1</slots>
|
||||||
|
<spells>fire bolt, light, mage hand, minor illusion, burning hands, shield, sleep, flaming sphere, invisibility, fireball, fly, wall of fire</spells>
|
||||||
|
<description>
|
||||||
|
Source: Essentials Kit: Storm Lord's Wrath</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Statue of Talos</name>
|
||||||
|
<size>L</size>
|
||||||
|
<type>elemental</type>
|
||||||
|
<alignment>Chaotic Evil</alignment>
|
||||||
|
<ac>17 (natural armor)</ac>
|
||||||
|
<hp>147 (14d10+70)</hp>
|
||||||
|
<speed>walk 30 ft., fly 60 ft.</speed>
|
||||||
|
<str>19</str>
|
||||||
|
<dex>11</dex>
|
||||||
|
<con>20</con>
|
||||||
|
<int>6</int>
|
||||||
|
<wis>11</wis>
|
||||||
|
<cha>9</cha>
|
||||||
|
<save>Wis +4</save>
|
||||||
|
<skill>Perception +4</skill>
|
||||||
|
<passive>14</passive>
|
||||||
|
<languages>Terran</languages>
|
||||||
|
<cr>10</cr>
|
||||||
|
<resist>bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine</resist>
|
||||||
|
<immune>poison</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>exhaustion, petrified, poisoned</conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>False Appearance</name>
|
||||||
|
<text>While the statue remains motionless, it is indistinguishable from an inanimate statue.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The statue makes five attacks: one with its headbutt and four with its lightning bolt blades.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Headbutt</name>
|
||||||
|
<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage.</text>
|
||||||
|
<attack>Headbutt|+8|2d6+4</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Lightning Bolt Blades</name>
|
||||||
|
<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 9 (2d4 + 4) slashing damage.</text>
|
||||||
|
<attack>Lightning Bolt Blades|+8|2d4+4</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Essentials Kit: Storm Lord's Wrath</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Tooth-N-Claw</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>fiend</type>
|
||||||
|
<alignment>Lawful Evil</alignment>
|
||||||
|
<ac>15 (natural armor)</ac>
|
||||||
|
<hp>45 (7d8+14)</hp>
|
||||||
|
<speed>walk 50 ft.</speed>
|
||||||
|
<str>17</str>
|
||||||
|
<dex>12</dex>
|
||||||
|
<con>14</con>
|
||||||
|
<int>6</int>
|
||||||
|
<wis>13</wis>
|
||||||
|
<cha>6</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Perception +5</skill>
|
||||||
|
<passive>15</passive>
|
||||||
|
<languages>understands Infernal but can't speak it</languages>
|
||||||
|
<cr>3</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune>cold</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Keen Hearing and Smell</name>
|
||||||
|
<text>Tooth-N-Claw has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Pack Tactics</name>
|
||||||
|
<text>Tooth-N-Claw has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Bite</name>
|
||||||
|
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage plus 7 (2d6) cold damage.</text>
|
||||||
|
<attack>Bite|+5|1d8+3</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Freezing Breath (Recharge 5-6)</name>
|
||||||
|
<text>Tooth-N-Claw exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) cold damage on a failed save, or half as much damage on a successful one.</text>
|
||||||
|
<attack>Freezing Breath (Recharge 5-6)||6d6</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Essentials Kit: Storm Lord's Wrath</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Warrior</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid</type>
|
||||||
|
<alignment>Any alignment</alignment>
|
||||||
|
<ac>20 (plate armor, shield)</ac>
|
||||||
|
<hp>52 (8d8+16)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>16</str>
|
||||||
|
<dex>14</dex>
|
||||||
|
<con>14</con>
|
||||||
|
<int>10</int>
|
||||||
|
<wis>12</wis>
|
||||||
|
<cha>10</cha>
|
||||||
|
<save>Con +5</save>
|
||||||
|
<skill>Athletics +6, Perception +4, Survival +4</skill>
|
||||||
|
<passive>14</passive>
|
||||||
|
<languages>Common, plus one of your choice</languages>
|
||||||
|
<cr></cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses></senses>
|
||||||
|
<trait>
|
||||||
|
<name>Battle Readiness</name>
|
||||||
|
<text>The warrior has advantage on initiative rolls.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Improved Critical</name>
|
||||||
|
<text>The warrior's attack rolls score a critical hit on a roll of 19 or 20 on the d20.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Martial Role</name>
|
||||||
|
<text>The warrior has one of the following traits of your choice:</text>
|
||||||
|
<text>• Attacker: The warrior gains a +2 bonus to attack rolls.</text>
|
||||||
|
<text>• Defender: The warrior gains the Protection reaction below.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Extra Attack</name>
|
||||||
|
<text>The warrior can attack twice, instead of once, whenever it takes the Attack action on its turn.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Longsword</name>
|
||||||
|
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.</text>
|
||||||
|
<attack>Longsword|+6|1d8+3</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Longbow</name>
|
||||||
|
<text>Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage.</text>
|
||||||
|
<attack>Longbow|+5|1d8+2</attack>
|
||||||
|
</action>
|
||||||
|
<reaction>
|
||||||
|
<name>Protection (Defender Only)</name>
|
||||||
|
<text>The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn't the warrior. The warrior must be able to see the attacker.</text>
|
||||||
|
</reaction>
|
||||||
|
<description>
|
||||||
|
Source: Essentials Kit: Storm Lord's Wrath</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
</compendium>
|
||||||
71
FightClub5eXML/Sources/SwordCoastAdventurersGuide/spells-scag.xml
Executable file
71
FightClub5eXML/Sources/SwordCoastAdventurersGuide/spells-scag.xml
Executable file
@@ -0,0 +1,71 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<spell>
|
||||||
|
<name>Booming Blade</name>
|
||||||
|
<level>0</level>
|
||||||
|
<school>EV</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>5 feet</range>
|
||||||
|
<components>V, M (a weapon)</components>
|
||||||
|
<duration>1 round</duration>
|
||||||
|
<classes>Sorcerer, Warlock, Wizard</classes>
|
||||||
|
<text>As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
|
||||||
|
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
|
||||||
|
Source: Sword Coast Adventurer's Guide p. 142</text>
|
||||||
|
<roll>1d8</roll>
|
||||||
|
<roll>2d8</roll>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Green-Flame Blade</name>
|
||||||
|
<level>0</level>
|
||||||
|
<school>EV</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>5 feet</range>
|
||||||
|
<components>V, M (a weapon)</components>
|
||||||
|
<duration>Instantaneous</duration>
|
||||||
|
<classes>Sorcerer, Warlock, Wizard</classes>
|
||||||
|
<text>As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
|
||||||
|
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.
|
||||||
|
Source: Sword Coast Adventurer's Guide p. 143</text>
|
||||||
|
<roll>1d8</roll>
|
||||||
|
<roll>1d8+SPELL</roll>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Lightning Lure</name>
|
||||||
|
<level>0</level>
|
||||||
|
<school>EV</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>15 feet</range>
|
||||||
|
<components>V</components>
|
||||||
|
<duration>Instantaneous</duration>
|
||||||
|
<classes>Sorcerer, Warlock, Wizard</classes>
|
||||||
|
<text>You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
|
||||||
|
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
|
||||||
|
Source: Sword Coast Adventurer's Guide p. 143</text>
|
||||||
|
<roll>1d8</roll>
|
||||||
|
<roll>2d8</roll>
|
||||||
|
<roll>3d8</roll>
|
||||||
|
<roll>4d8</roll>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Sword Burst</name>
|
||||||
|
<level>0</level>
|
||||||
|
<school>C</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>5 feet</range>
|
||||||
|
<components>V</components>
|
||||||
|
<duration>Instantaneous</duration>
|
||||||
|
<classes>Sorcerer, Warlock, Wizard</classes>
|
||||||
|
<text>You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.
|
||||||
|
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
|
||||||
|
Source: Sword Coast Adventurer's Guide p. 143</text>
|
||||||
|
<roll>1d6</roll>
|
||||||
|
<roll>2d6</roll>
|
||||||
|
<roll>3d6</roll>
|
||||||
|
<roll>4d6</roll>
|
||||||
|
</spell>
|
||||||
|
</compendium>
|
||||||
7022
FightClub5eXML/Sources/TalesFromTheYawningPortal/bestiary-tftyp.xml
Executable file
7022
FightClub5eXML/Sources/TalesFromTheYawningPortal/bestiary-tftyp.xml
Executable file
File diff suppressed because it is too large
Load Diff
826
FightClub5eXML/Sources/TheOrreryOfTheWanderer/bestiary-oow.xml
Executable file
826
FightClub5eXML/Sources/TheOrreryOfTheWanderer/bestiary-oow.xml
Executable file
@@ -0,0 +1,826 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<monster>
|
||||||
|
<name>Clockwork Behir</name>
|
||||||
|
<size>H</size>
|
||||||
|
<type>monstrosity</type>
|
||||||
|
<alignment>Neutral Evil</alignment>
|
||||||
|
<ac>17 (natural armor)</ac>
|
||||||
|
<hp>168 (16d12+64)</hp>
|
||||||
|
<speed>walk 50 ft., climb 40 ft.</speed>
|
||||||
|
<str>23</str>
|
||||||
|
<dex>16</dex>
|
||||||
|
<con>18</con>
|
||||||
|
<int>7</int>
|
||||||
|
<wis>14</wis>
|
||||||
|
<cha>12</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Perception +6, Stealth +7</skill>
|
||||||
|
<passive>16</passive>
|
||||||
|
<languages>Draconic</languages>
|
||||||
|
<cr>11</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune>lightning</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>darkvision 90 ft.</senses>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The behir makes two attacks: one with its bite and one to constrict.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Bite</name>
|
||||||
|
<text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 22 (3d10 + 6) piercing damage.</text>
|
||||||
|
<attack>Bite|+10|3d10+6</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Constrict</name>
|
||||||
|
<text>Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.</text>
|
||||||
|
<attack>Constrict|+10|2d10+6</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Lightning Breath (Recharge 5-6)</name>
|
||||||
|
<text>The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.</text>
|
||||||
|
<attack>Lightning Breath (Recharge 5-6)||12d10</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Swallow</name>
|
||||||
|
<text>The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.</text>
|
||||||
|
<text>If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.</text>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: The Orrery of the Wanderer p. 173</description>
|
||||||
|
<environment>underdark</environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Dagdra Deepforge</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid (dwarf)</type>
|
||||||
|
<alignment>Any alignment</alignment>
|
||||||
|
<ac>13 (chain shirt)</ac>
|
||||||
|
<hp>27 (5d8+5)</hp>
|
||||||
|
<speed>walk 25 ft.</speed>
|
||||||
|
<str>10</str>
|
||||||
|
<dex>10</dex>
|
||||||
|
<con>12</con>
|
||||||
|
<int>13</int>
|
||||||
|
<wis>16</wis>
|
||||||
|
<cha>13</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Medicine +7, Persuasion +3, Religion +5</skill>
|
||||||
|
<passive>13</passive>
|
||||||
|
<languages>any two languages, Dwarvish</languages>
|
||||||
|
<cr>2</cr>
|
||||||
|
<resist>poison</resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Divine Eminence</name>
|
||||||
|
<text>As a bonus action, Dagdra can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Dagdra expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Dwarven Resilience</name>
|
||||||
|
<text><$title_short_name$> has advantage on saving throws against poison, and has resistance against poison damage.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Mace</name>
|
||||||
|
<text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage.</text>
|
||||||
|
<attack>Mace|+2|1d6</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Scroll Service (1/Day)</name>
|
||||||
|
<text>As an action, Dagdra draws a spell scroll from her documancy satchel. The scroll contains a spell of up to 3rd level of Dagdra's choice. Only Dagdra can use the scroll, which vanishes after 1 minute.</text>
|
||||||
|
</action>
|
||||||
|
<trait>
|
||||||
|
<name>Spellcasting</name>
|
||||||
|
<text>Dagdra is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Dagdra has the following cleric spells prepared:</text>
|
||||||
|
<text>Cantrips (at will): light, sacred flame, thaumaturgy</text>
|
||||||
|
<text>• 1st level (4 slots): cure wounds, guiding bolt, sanctuary</text>
|
||||||
|
<text>• 2nd level (3 slots): lesser restoration, spiritual weapon</text>
|
||||||
|
<text>• 3rd level (2 slots): dispel magic, spirit guardians</text>
|
||||||
|
</trait>
|
||||||
|
<slots>4, 3, 2</slots>
|
||||||
|
<spells>light, sacred flame, thaumaturgy, cure wounds, guiding bolt, sanctuary, lesser restoration, spiritual weapon, dispel magic, spirit guardians</spells>
|
||||||
|
<description>
|
||||||
|
Source: The Orrery of the Wanderer p. 145</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Devil Dog</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid (tiefling)</type>
|
||||||
|
<alignment>Any alignment</alignment>
|
||||||
|
<ac>10</ac>
|
||||||
|
<hp>9 (2d8)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>10</str>
|
||||||
|
<dex>10</dex>
|
||||||
|
<con>10</con>
|
||||||
|
<int>10</int>
|
||||||
|
<wis>14</wis>
|
||||||
|
<cha>11</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Medicine +4, Religion +2</skill>
|
||||||
|
<passive>12</passive>
|
||||||
|
<languages>any one language (usually Common), Infernal</languages>
|
||||||
|
<cr>1/4</cr>
|
||||||
|
<resist>fire</resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<action>
|
||||||
|
<name>Club</name>
|
||||||
|
<text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.</text>
|
||||||
|
<attack>Club|+2|1d4</attack>
|
||||||
|
</action>
|
||||||
|
<trait>
|
||||||
|
<name>Spellcasting</name>
|
||||||
|
<text>Devil Dog is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). Devil Dog has following cleric spells prepared:</text>
|
||||||
|
<text>Cantrips (at will): light, sacred flame, thaumaturgy</text>
|
||||||
|
<text>• 1st level (3 slots): bless, cure wounds, sanctuary</text>
|
||||||
|
</trait>
|
||||||
|
<slots>3</slots>
|
||||||
|
<trait>
|
||||||
|
<name>Innate Spellcasting</name>
|
||||||
|
<text><$title_short_name$>'s innate spellcasting ability is Charisma (spell save DC 10). <$title_short_name$> can innately cast the following spells, requiring no material components:</text>
|
||||||
|
<text>At will: thaumaturgy</text>
|
||||||
|
<text>1/day each: darkness, hellish rebuke</text>
|
||||||
|
</trait>
|
||||||
|
<spells>light, sacred flame, thaumaturgy, bless, cure wounds, sanctuary, thaumaturgy, darkness, hellish rebuke</spells>
|
||||||
|
<description>
|
||||||
|
Source: The Orrery of the Wanderer p. 85</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Enormous Tentacle</name>
|
||||||
|
<size>H</size>
|
||||||
|
<type>beast</type>
|
||||||
|
<alignment>Unaligned</alignment>
|
||||||
|
<ac>12</ac>
|
||||||
|
<hp>60 (8d12+8)</hp>
|
||||||
|
<speed>walk 30 ft., swim 30 ft.</speed>
|
||||||
|
<str>19</str>
|
||||||
|
<dex>14</dex>
|
||||||
|
<con>12</con>
|
||||||
|
<int>1</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>3</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Perception +2</skill>
|
||||||
|
<passive>12</passive>
|
||||||
|
<languages></languages>
|
||||||
|
<cr>2</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>blindsight 10 ft.</senses>
|
||||||
|
<action>
|
||||||
|
<name>Bite</name>
|
||||||
|
<text>Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. 11 (2d6 + 4) piercing damage.</text>
|
||||||
|
<attack>Bite|+6|2d6+4</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Constrict</name>
|
||||||
|
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the tentacle can't constrict another target.</text>
|
||||||
|
<attack>Constrict|+6|2d8+4</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: The Orrery of the Wanderer p. 94</description>
|
||||||
|
<environment>underwater, underdark, forest, swamp, desert</environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Gildha Duhn</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid (half-orc)</type>
|
||||||
|
<alignment>Any alignment</alignment>
|
||||||
|
<ac>10</ac>
|
||||||
|
<hp>9 (2d8)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>10</str>
|
||||||
|
<dex>10</dex>
|
||||||
|
<con>10</con>
|
||||||
|
<int>10</int>
|
||||||
|
<wis>14</wis>
|
||||||
|
<cha>11</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Medicine +4, Religion +2, Intimidation +1</skill>
|
||||||
|
<passive>12</passive>
|
||||||
|
<languages>any one language (usually Common), Orc</languages>
|
||||||
|
<cr>1/4</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Relentless Endurance</name>
|
||||||
|
<text>When reduced to 0 hit points, <$title_short_name$> drops to 1 hit point instead (but can't do this again until they finish a long rest).</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Savage Attacks</name>
|
||||||
|
<text>When they score a critical hit, <$title_short_name$> can roll one of the weapon's damage dice and add it to the extra damage of the critical hit.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Club</name>
|
||||||
|
<text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.</text>
|
||||||
|
<attack>Club|+2|1d4</attack>
|
||||||
|
</action>
|
||||||
|
<trait>
|
||||||
|
<name>Spellcasting</name>
|
||||||
|
<text>Gildha is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). Gildha has following cleric spells prepared:</text>
|
||||||
|
<text>Cantrips (at will): light, sacred flame, thaumaturgy</text>
|
||||||
|
<text>• 1st level (3 slots): bless, cure wounds, sanctuary</text>
|
||||||
|
</trait>
|
||||||
|
<slots>3</slots>
|
||||||
|
<spells>light, sacred flame, thaumaturgy, bless, cure wounds, sanctuary</spells>
|
||||||
|
<description>
|
||||||
|
Source: The Orrery of the Wanderer p. 110</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Grunka</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid (goblinoid)</type>
|
||||||
|
<alignment>Lawful Evil</alignment>
|
||||||
|
<ac>18 (chain mail, shield)</ac>
|
||||||
|
<hp>11 (2d8+2)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>13</str>
|
||||||
|
<dex>12</dex>
|
||||||
|
<con>12</con>
|
||||||
|
<int>10</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>9</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>Common, Goblin</languages>
|
||||||
|
<cr>1/2</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Martial Advantage</name>
|
||||||
|
<text>Once per turn, Grunka can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of Grunka that isn't incapacitated.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Longsword</name>
|
||||||
|
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.</text>
|
||||||
|
<attack>Longsword|+3|1d8+1</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Longbow</name>
|
||||||
|
<text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. 5 (1d8 + 1) piercing damage.</text>
|
||||||
|
<attack>Longbow|+3|1d8+1</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Acid Spray Gun (Recharge 5-6)</name>
|
||||||
|
<text>The hobgoblin sprays acid in a 10-foot cone. Each creature in the area must make a DC 10 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one.</text>
|
||||||
|
<attack>Acid Spray Gun (Recharge 5-6)||2d6</attack>
|
||||||
|
<text>The spray gun has a tank that can be filled with ten standard vials of acid mixed with water, allowing it to be used five times.</text>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: The Orrery of the Wanderer p. 115</description>
|
||||||
|
<environment>underdark, grassland, forest, hill, desert</environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Jelayne</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>undead</type>
|
||||||
|
<alignment>Lawful Evil</alignment>
|
||||||
|
<ac>13 (armor scraps)</ac>
|
||||||
|
<hp>13 (2d8+4)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>10</str>
|
||||||
|
<dex>14</dex>
|
||||||
|
<con>15</con>
|
||||||
|
<int>6</int>
|
||||||
|
<wis>8</wis>
|
||||||
|
<cha>5</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>9</passive>
|
||||||
|
<languages>understands all languages it spoke in life but can't speak</languages>
|
||||||
|
<cr>1/4</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune>poison</immune>
|
||||||
|
<vulnerable>bludgeoning</vulnerable>
|
||||||
|
<conditionImmune>exhaustion, poisoned</conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<action>
|
||||||
|
<name>Shortsword</name>
|
||||||
|
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
|
||||||
|
<attack>Shortsword|+4|1d6+2</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Shortbow</name>
|
||||||
|
<text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage.</text>
|
||||||
|
<attack>Shortbow|+4|1d6+2</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: The Orrery of the Wanderer p. 84</description>
|
||||||
|
<environment>urban</environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Mechachimera</name>
|
||||||
|
<size>L</size>
|
||||||
|
<type>monstrosity</type>
|
||||||
|
<alignment>Chaotic Evil</alignment>
|
||||||
|
<ac>14 (natural armor)</ac>
|
||||||
|
<hp>114 (12d10+48)</hp>
|
||||||
|
<speed>walk 30 ft., fly 60 ft.</speed>
|
||||||
|
<str>19</str>
|
||||||
|
<dex>11</dex>
|
||||||
|
<con>19</con>
|
||||||
|
<int>3</int>
|
||||||
|
<wis>14</wis>
|
||||||
|
<cha>10</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Perception +8</skill>
|
||||||
|
<passive>18</passive>
|
||||||
|
<languages>understands Draconic but can't speak</languages>
|
||||||
|
<cr>6</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Bite</name>
|
||||||
|
<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage.</text>
|
||||||
|
<attack>Bite|+7|2d6+4</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Horns</name>
|
||||||
|
<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (1d12 + 4) bludgeoning damage.</text>
|
||||||
|
<attack>Horns|+7|1d12+4</attack>
|
||||||
|
</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>Fire Breath (Recharge 5-6)</name>
|
||||||
|
<text>The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.</text>
|
||||||
|
<attack>Fire Breath (Recharge 5-6)||7d8</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: The Orrery of the Wanderer p. 134</description>
|
||||||
|
<environment>underdark, mountain, grassland, hill</environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Onyx</name>
|
||||||
|
<size>H</size>
|
||||||
|
<type>beast</type>
|
||||||
|
<alignment>Unaligned</alignment>
|
||||||
|
<ac>12</ac>
|
||||||
|
<hp>2 (1d4)</hp>
|
||||||
|
<speed>walk 400 ft., climb 200 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>
|
||||||
|
<trait>
|
||||||
|
<name>Relative Size</name>
|
||||||
|
<text>Any damage Onyx would take is reduced to 0. She has advantage on ability checks and saving throws.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Dealing with Onyx</name>
|
||||||
|
<text>Onyx cannot be overcome or killed by combat. Any weapon attack against her that hits AC 12 makes contact but deals no lasting damage. However, if the attack would deal 10 or more damage, Onyx has disadvantage on attack rolls until the end of her next turn. If Onyx would take 10 or more damage from spells or other effects, it yields the same result. Spells that impose conditions function normally against Onyx, but those conditions end automatically at the end of the cat's next turn.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Claws</name>
|
||||||
|
<text>Melee Weapon Attack: +7 to hit, reach 20 ft., one target. 11 (2d10) slashing damage.</text>
|
||||||
|
<attack>Claws|+7|2d10</attack>
|
||||||
|
</action>
|
||||||
|
<description>Onyx cannot be overcome or killed by combat. Any weapon attack against her that hits AC 12 makes contact but deals no lasting damage. However, if the attack would deal 10 or more damage, Onyx has disadvantage on attack rolls until the end of her next turn. If Onyx would take 10 or more damage from spells or other effects, it yields the same result. Spells that impose conditions function normally against Onyx, but those conditions end automatically at the end of the cats next turn.
|
||||||
|
Source: The Orrery of the Wanderer p. 186</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Replica Duodrone</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>construct</type>
|
||||||
|
<alignment>Lawful Neutral</alignment>
|
||||||
|
<ac>15 (natural armor)</ac>
|
||||||
|
<hp>11 (2d8+2)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>11</str>
|
||||||
|
<dex>13</dex>
|
||||||
|
<con>12</con>
|
||||||
|
<int>6</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>7</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>Modron</languages>
|
||||||
|
<cr>1/4</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>truesight 120 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Axiomatic Mind</name>
|
||||||
|
<text>The duodrone can't be compelled to act in a manner contrary to its nature or its instructions.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Dismantlable</name>
|
||||||
|
<text>If the replica duodrone dies, its body falls into a pile of parts (gears, plates, screws, and wires), leaving behind its weapons and anything else it was carrying.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The duodrone makes two fist attacks or two javelin attacks.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Fist</name>
|
||||||
|
<text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.</text>
|
||||||
|
<attack>Fist|+2|1d4</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Javelin</name>
|
||||||
|
<text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. 4 (1d6 + 1) piercing damage.</text>
|
||||||
|
<attack>Javelin|+3|1d6+1</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Variant: Rogue Modrons</name>
|
||||||
|
<text>A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.</text>
|
||||||
|
<text>A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank.</text>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: The Orrery of the Wanderer p. 132</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Replica Monodrone</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>construct</type>
|
||||||
|
<alignment>Lawful Neutral</alignment>
|
||||||
|
<ac>15 (natural armor)</ac>
|
||||||
|
<hp>5 (1d8+1)</hp>
|
||||||
|
<speed>walk 30 ft., fly 30 ft.</speed>
|
||||||
|
<str>10</str>
|
||||||
|
<dex>13</dex>
|
||||||
|
<con>12</con>
|
||||||
|
<int>4</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>5</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>Modron</languages>
|
||||||
|
<cr>1/8</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>truesight 120 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Axiomatic Mind</name>
|
||||||
|
<text>The monodrone can't be compelled to act in a manner contrary to its nature or its instructions.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Dismantlable</name>
|
||||||
|
<text>If the replica monodrone dies, its body falls into a pile of parts (gears, plates, screws, and wires), leaving behind its weapons and anything else it was carrying.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Dagger</name>
|
||||||
|
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage.</text>
|
||||||
|
<attack>Dagger|+3|1d4+1</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Javelin</name>
|
||||||
|
<text>Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. 3 (1d6) piercing damage.</text>
|
||||||
|
<attack>Javelin|+2|1d6</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Variant: Rogue Modrons</name>
|
||||||
|
<text>A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.</text>
|
||||||
|
<text>A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank.</text>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: The Orrery of the Wanderer p. 132</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Replica Pentadrone</name>
|
||||||
|
<size>L</size>
|
||||||
|
<type>construct</type>
|
||||||
|
<alignment>Lawful Neutral</alignment>
|
||||||
|
<ac>16 (natural armor)</ac>
|
||||||
|
<hp>32 (5d10+5)</hp>
|
||||||
|
<speed>walk 40 ft.</speed>
|
||||||
|
<str>15</str>
|
||||||
|
<dex>14</dex>
|
||||||
|
<con>12</con>
|
||||||
|
<int>10</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>13</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Perception +4</skill>
|
||||||
|
<passive>14</passive>
|
||||||
|
<languages>Modron</languages>
|
||||||
|
<cr>2</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>truesight 120 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Axiomatic Mind</name>
|
||||||
|
<text>The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Dismantlable</name>
|
||||||
|
<text>If the replica pentadrone dies, its body falls into a pile of parts (gears, plates, screws, and wires), leaving behind its weapons and anything else it was carrying.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The pentadrone makes five arm attacks.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Arm</name>
|
||||||
|
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage.</text>
|
||||||
|
<attack>Arm|+4|1d6+2</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Paralysis Gas (Recharge 5-6)</name>
|
||||||
|
<text>The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Variant: Rogue Modrons</name>
|
||||||
|
<text>A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.</text>
|
||||||
|
<text>A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank.</text>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: The Orrery of the Wanderer p. 132</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Replica Quadrone</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>construct</type>
|
||||||
|
<alignment>Lawful Neutral</alignment>
|
||||||
|
<ac>16 (natural armor)</ac>
|
||||||
|
<hp>22 (4d8+4)</hp>
|
||||||
|
<speed>walk 30 ft., fly 30 ft.</speed>
|
||||||
|
<str>12</str>
|
||||||
|
<dex>14</dex>
|
||||||
|
<con>12</con>
|
||||||
|
<int>10</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>11</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Perception +2</skill>
|
||||||
|
<passive>12</passive>
|
||||||
|
<languages>Modron</languages>
|
||||||
|
<cr>1</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>truesight 120 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Axiomatic Mind</name>
|
||||||
|
<text>The quadrone can't be compelled to act in a manner contrary to its nature or its instructions.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Dismantlable</name>
|
||||||
|
<text>If the replica quadrone dies, its body falls into a pile of parts (gears, plates, screws, and wires), leaving behind its weapons and anything else it was carrying.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The quadrone makes two fist attacks or four shortbow attacks.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Fist</name>
|
||||||
|
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) bludgeoning damage.</text>
|
||||||
|
<attack>Fist|+3|1d4+1</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Shortbow</name>
|
||||||
|
<text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage.</text>
|
||||||
|
<attack>Shortbow|+4|1d6+2</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Variant: Rogue Modrons</name>
|
||||||
|
<text>A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.</text>
|
||||||
|
<text>A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank.</text>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: The Orrery of the Wanderer p. 132</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Replica Tridrone</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>construct</type>
|
||||||
|
<alignment>Lawful Neutral</alignment>
|
||||||
|
<ac>15 (natural armor)</ac>
|
||||||
|
<hp>16 (3d8+3)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>12</str>
|
||||||
|
<dex>13</dex>
|
||||||
|
<con>12</con>
|
||||||
|
<int>9</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>9</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>Modron</languages>
|
||||||
|
<cr>1/2</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>truesight 120 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Axiomatic Mind</name>
|
||||||
|
<text>The tridrone can't be compelled to act in a manner contrary to its nature or its instructions.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Dismantlable</name>
|
||||||
|
<text>If the replica tridrone dies, its body falls into a pile of parts (gears, plates, screws, and wires), leaving behind its weapons and anything else it was carrying.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The tridrone makes three fist attacks or three javelin attacks.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Fist</name>
|
||||||
|
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) bludgeoning damage.</text>
|
||||||
|
<attack>Fist|+3|1d4+1</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Javelin</name>
|
||||||
|
<text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. 4 (1d6 + 1) piercing damage.</text>
|
||||||
|
<attack>Javelin|+3|1d6+1</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Variant: Rogue Modrons</name>
|
||||||
|
<text>A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.</text>
|
||||||
|
<text>A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank.</text>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: The Orrery of the Wanderer p. 132</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Stomping Foot</name>
|
||||||
|
<size>T</size>
|
||||||
|
<type>undead</type>
|
||||||
|
<alignment>Neutral Evil</alignment>
|
||||||
|
<ac>12</ac>
|
||||||
|
<hp>2 (1d4)</hp>
|
||||||
|
<speed>walk 20 ft., climb 20 ft.</speed>
|
||||||
|
<str>13</str>
|
||||||
|
<dex>14</dex>
|
||||||
|
<con>11</con>
|
||||||
|
<int>5</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>4</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>understands Common but can't speak</languages>
|
||||||
|
<cr>0</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune>poison</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>charmed, exhaustion, poisoned</conditionImmune>
|
||||||
|
<senses>blindsight 30 ft. (blind beyond this radius)</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Turn Immunity</name>
|
||||||
|
<text>The foot is immune to effects that turn undead.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>foot</name>
|
||||||
|
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) bludgeoning or slashing damage (foot's choice).</text>
|
||||||
|
<attack>foot|+3|1d4+1</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: The Orrery of the Wanderer p. 92</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Two Dry Cloaks</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>humanoid (tabaxi)</type>
|
||||||
|
<alignment>Any alignment</alignment>
|
||||||
|
<ac>12</ac>
|
||||||
|
<hp>27 (6d8)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>10</str>
|
||||||
|
<dex>15</dex>
|
||||||
|
<con>10</con>
|
||||||
|
<int>12</int>
|
||||||
|
<wis>14</wis>
|
||||||
|
<cha>16</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of hand +4, Stealth +4</skill>
|
||||||
|
<passive>16</passive>
|
||||||
|
<languages>any two languages</languages>
|
||||||
|
<cr>1</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Cunning Action</name>
|
||||||
|
<text>On each of its turns, Two Dry Cloaks can use a bonus action to take the Dash, Disengage, or Hide action.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Sneak Attack (1/Turn)</name>
|
||||||
|
<text>Two Dry Cloaks deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Two Dry Cloaks that isn't incapacitated and Two Dry Cloaks doesn't have disadvantage on the attack roll.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Feline Agility</name>
|
||||||
|
<text>When <$title_short_name$> moves on its turn in combat, they can double their speed until the end of the turn. Once they uses this ability, <$title_short_name$> can't use it again until they moves 0 feet on one of their turns.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>Two Dry Cloaks makes two melee attacks.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Shortsword</name>
|
||||||
|
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
|
||||||
|
<attack>Shortsword|+4|1d6+2</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Hand Crossbow</name>
|
||||||
|
<text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage.</text>
|
||||||
|
<attack>Hand Crossbow|+4|1d6+2</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Claws</name>
|
||||||
|
<text>Melee Weapon Attack: ++2 to hit, reach 5 ft., one target. 2 (1d4) slashing damage.</text>
|
||||||
|
<attack>Claws|+2|1d4</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: The Orrery of the Wanderer p. 162</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Undead Cockatrice</name>
|
||||||
|
<size>S</size>
|
||||||
|
<type>monstrosity</type>
|
||||||
|
<alignment>Unaligned</alignment>
|
||||||
|
<ac>11</ac>
|
||||||
|
<hp>27 (6d6+6)</hp>
|
||||||
|
<speed>walk 20 ft., fly 40 ft.</speed>
|
||||||
|
<str>6</str>
|
||||||
|
<dex>12</dex>
|
||||||
|
<con>12</con>
|
||||||
|
<int>2</int>
|
||||||
|
<wis>13</wis>
|
||||||
|
<cha>5</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>
|
||||||
|
<action>
|
||||||
|
<name>Bite</name>
|
||||||
|
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.</text>
|
||||||
|
<attack>Bite|+3|1d4+1</attack>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: The Orrery of the Wanderer p. 114</description>
|
||||||
|
<environment>grassland</environment>
|
||||||
|
</monster>
|
||||||
|
</compendium>
|
||||||
193
FightClub5eXML/Sources/TheTortlePackage/bestiary-ttp.xml
Executable file
193
FightClub5eXML/Sources/TheTortlePackage/bestiary-ttp.xml
Executable file
@@ -0,0 +1,193 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<monster>
|
||||||
|
<name>Decapus</name>
|
||||||
|
<size>L</size>
|
||||||
|
<type>monstrosity</type>
|
||||||
|
<alignment>Unaligned</alignment>
|
||||||
|
<ac>14 (natural armor)</ac>
|
||||||
|
<hp>75 (10d10+20)</hp>
|
||||||
|
<speed>walk 15 ft., climb 30 ft.</speed>
|
||||||
|
<str>15</str>
|
||||||
|
<dex>14</dex>
|
||||||
|
<con>14</con>
|
||||||
|
<int>4</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>7</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Athletics +4, Perception +2, Stealth +4</skill>
|
||||||
|
<passive>12</passive>
|
||||||
|
<languages></languages>
|
||||||
|
<cr>4</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The decapus makes two attacks: one with its bite and one with its tentacles.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Bite</name>
|
||||||
|
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature grappled by the decapus. 7 (2d4 + 2) piercing damage.</text>
|
||||||
|
<attack>Bite|+4|2d4+2</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Tentacles</name>
|
||||||
|
<text>Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 24 (9d4 + 2) bludgeoning damage or 14 (5d4 + 2) bludgeoning damage if the decapus is grappling a creature other than the target or if the decapus is on the ground or floor. The target is also grappled (escape DC 14) unless the decapus is already grappling a creature. Until this grapple ends, the target is restrained.</text>
|
||||||
|
<attack>Tentacles|+4|9d4+2</attack>
|
||||||
|
</action>
|
||||||
|
<description>Decapuses are carnivorous, solitary hunters that swing through trees, scooping up prey with their 10-foot-long, suckered tentacles. Decapuses also use their tentacles to climb walls and ceilings.
|
||||||
|
After securing a high vantage point, a decapus hangs by one tentacle and attacks with the other nine. On the ground, a decapus is slower and less dangerous. It must use half of its tentacles to support its weight upright, leaving five tentacles with which it can attack and defend itself.
|
||||||
|
Marine Decapus. A marine decapus is similar to its land-dwelling cousin, except that it gains a swimming speed of 30 feet and can breathe only underwater.
|
||||||
|
Source: The Tortle Package p. 21</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Geonid</name>
|
||||||
|
<size>S</size>
|
||||||
|
<type>elemental</type>
|
||||||
|
<alignment>Neutral</alignment>
|
||||||
|
<ac>17 (natural armor)</ac>
|
||||||
|
<hp>26 (4d6+12)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>12</str>
|
||||||
|
<dex>10</dex>
|
||||||
|
<con>16</con>
|
||||||
|
<int>9</int>
|
||||||
|
<wis>14</wis>
|
||||||
|
<cha>11</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Perception +4, Stealth +2</skill>
|
||||||
|
<passive>14</passive>
|
||||||
|
<languages></languages>
|
||||||
|
<cr>1/4</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>darkvision 60 ft., tremorsense 30 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Boulder Guise</name>
|
||||||
|
<text>While fully withdrawn into its shell, the geonid can't see and is indistinguishable from a small boulder</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Club</name>
|
||||||
|
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) bludgeoning damage.</text>
|
||||||
|
<attack>Club|+3|1d4+1</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Stone Tell</name>
|
||||||
|
<text>The geonid touches a stone object or surface and knows what types of creatures have been within 10 feet of that stone in the past 24 hours. The geonid can also determine the number of creatures of each type, but not their identities.</text>
|
||||||
|
</action>
|
||||||
|
<description>Also known as rocklings and rock hermits, geonids are small, intelligent cave dwellers that originated on the Elemental Plane of Earth. A geonid's arms and legs come out of a small opening in the bottom of its shell. A geonid can draw its limbs into its shell and close the opening. When it does so, the creature looks like a small boulder. In this state, the geonid can't see and relies on its tremorsense to detect other creatures nearby.
|
||||||
|
Dark Lairs. Geonids live in natural tunnels and caves. They feed primarily on lizards, rats, slugs, and other vermin, as well as on cave lichen and moss. Geonids like to collect coins and gemstones, and they rarely confront creatures larger than themselves except to rob them or scare them away.
|
||||||
|
Stone Tell. Geonids can attune to stone in a way that lets them discern what other creatures have been in the area recently. Geonids use this ability to track prey and to determine whether other creatures have trespassed in their territory. The information gleaned is imprecise and doesn't include the specific identities of such creatures or the precise times when they passed nearby.
|
||||||
|
Source: The Tortle Package p. 22</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Giant Slug</name>
|
||||||
|
<size>L</size>
|
||||||
|
<type>monstrosity</type>
|
||||||
|
<alignment>Unaligned</alignment>
|
||||||
|
<ac>13 (natural armor)</ac>
|
||||||
|
<hp>66 (6d10+18)</hp>
|
||||||
|
<speed>walk 10 ft., climb 10 ft.</speed>
|
||||||
|
<str>14</str>
|
||||||
|
<dex>13</dex>
|
||||||
|
<con>16</con>
|
||||||
|
<int>1</int>
|
||||||
|
<wis>12</wis>
|
||||||
|
<cha>5</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Perception +3</skill>
|
||||||
|
<passive>13</passive>
|
||||||
|
<languages>Abyssal, Aquan, Common</languages>
|
||||||
|
<cr>3</cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Keen Smell</name>
|
||||||
|
<text>The slug has advantage on Wisdom (Perception) checks that rely on smell.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Spider Climb</name>
|
||||||
|
<text>The slug can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The slug makes two attacks: one with its tentacles and one with its bite.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Tentacles</name>
|
||||||
|
<text>Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. 4 (1d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.</text>
|
||||||
|
<attack>Tentacles|+8|1d4+2</attack>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Bite</name>
|
||||||
|
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) piercing damage.</text>
|
||||||
|
<attack>Bite|+4|2d4+2</attack>
|
||||||
|
</action>
|
||||||
|
<reaction>
|
||||||
|
<name>Animate Tentacle</name>
|
||||||
|
<text>When the slug takes damage in this cave (Shrine of Umberlee), it can use its reaction to animate one of the tentacles of the kraken statue and cause it to make a melee weapon attack (+3 to hit) against one creature within 20 feet of the statue that the slug can see. The tentacle deals 8 (1d8 + 4) bludgeoning damage on a hit.</text>
|
||||||
|
</reaction>
|
||||||
|
<trait>
|
||||||
|
<name>Innate Spellcasting</name>
|
||||||
|
<text>The slug's innate spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
|
||||||
|
<text>1/day each: guiding bolt, sanctuary, spiritual weapon</text>
|
||||||
|
</trait>
|
||||||
|
<spells>guiding bolt, sanctuary, spiritual weapon</spells>
|
||||||
|
<description>
|
||||||
|
Source: The Tortle Package p. 18</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Topi</name>
|
||||||
|
<size>S</size>
|
||||||
|
<type>undead</type>
|
||||||
|
<alignment>Chaotic Evil</alignment>
|
||||||
|
<ac>13 (natural armor)</ac>
|
||||||
|
<hp>13 (3d6+3)</hp>
|
||||||
|
<speed>walk 30 ft.</speed>
|
||||||
|
<str>7</str>
|
||||||
|
<dex>15</dex>
|
||||||
|
<con>12</con>
|
||||||
|
<int>6</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>5</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>understands the languages it knew in life but can't speak</languages>
|
||||||
|
<cr>1/2</cr>
|
||||||
|
<resist>bludgeoning</resist>
|
||||||
|
<immune>poison</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>poisoned</conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Turn Resistance</name>
|
||||||
|
<text>The topi has advantage on saving throws against any effect that turns undead.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Undead Fortitude</name>
|
||||||
|
<text>If damage reduces the topi 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 topi drops to 1 hit point instead.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Venomous Claws</name>
|
||||||
|
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage plus 2 (1d4) poison damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned until the end of the target's next turn.</text>
|
||||||
|
<attack>Venomous Claws|+4|1d4+2</attack>
|
||||||
|
</action>
|
||||||
|
<description>Topis are similar to zombies. Before a topi is animated, its corpse is shrunk until it stands only 2 feet tall, and its heart is cut out and replaced with a leather bag that contains a live poisonous snake. The snake requires neither air nor sustenance, and it magically renders the topi's claws venomous. When a topi dies, the snake inside it dies too. The process of creating a topi is known only to a handful of evil priests and necromancers.
|
||||||
|
Topis are more difficult to turn than ordinary zombies, and their spongy bodies make them resistant to bludgeoning.
|
||||||
|
Undead Traits. A topi doesn't require air, food, drink, or sleep.
|
||||||
|
Source: The Tortle Package p. 22</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
</compendium>
|
||||||
4652
FightClub5eXML/Sources/TombOfAnnihilation/bestiary-toa.xml
Executable file
4652
FightClub5eXML/Sources/TombOfAnnihilation/bestiary-toa.xml
Executable file
File diff suppressed because it is too large
Load Diff
431
FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-2020smt.xml
Executable file
431
FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-2020smt.xml
Executable file
@@ -0,0 +1,431 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<monster>
|
||||||
|
<name>Aberrant Spirit</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>aberration</type>
|
||||||
|
<alignment>Neutral Evil</alignment>
|
||||||
|
<ac>11 + the level of the spell (natural armor)</ac>
|
||||||
|
<hp>2</hp>
|
||||||
|
<speed>walk 30 ft., fly 30 ft.</speed>
|
||||||
|
<str>16</str>
|
||||||
|
<dex>10</dex>
|
||||||
|
<con>15</con>
|
||||||
|
<int>16</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>6</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>Deep Speech, understands the languages you speak</languages>
|
||||||
|
<cr></cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune>psychic</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Hit Points</name>
|
||||||
|
<text>equal the aberration's Constitution modifier + your spellcasting ability modifier + ten times the spell's level</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Regeneration (Slaadi Only)</name>
|
||||||
|
<text>The aberration regains 10 hit points at the start of its turn if it has at least 1 hit point.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Whispering Aura (Star Spawn Only)</name>
|
||||||
|
<text>At the start of each of the aberration's turns, each creature within 5 feet of it must succeed on a Wisdom saving throw against your spell save DC or take 3d6 psychic damage, provided that the aberration isn't incapacitated.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The aberration makes a number of attacks equal to half this spell's level (rounded down).</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Eye Ray (Beholderkin Only)</name>
|
||||||
|
<text>Ranged Spell Attack: +3 + the spell's level to hit, range 30 ft., one creature. 1d8 + 3 + the spell's level psychic damage.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Claws (Slaadi Only)</name>
|
||||||
|
<text>Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one target. 1d10 + 3 + the spell's level slashing damage. If the target is a creature, it can't regain hit points until the start of the aberration's next turn.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Psychic Slam (Star Spawn Only)</name>
|
||||||
|
<text>Melee Spell Attack: +3 + the spell's level to hit, reach 5 ft., one creature. 1d6 + 3 + the spell's level psychic damage.</text>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 3</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Bestial Spirit</name>
|
||||||
|
<size>S</size>
|
||||||
|
<type>beast</type>
|
||||||
|
<alignment>Unaligned</alignment>
|
||||||
|
<ac>11 + the level of the spell (natural armor)</ac>
|
||||||
|
<hp>3</hp>
|
||||||
|
<speed>walk 30 ft., climb 30 ft., fly 60 ft., swim 30 ft.</speed>
|
||||||
|
<str>18</str>
|
||||||
|
<dex>11</dex>
|
||||||
|
<con>16</con>
|
||||||
|
<int>4</int>
|
||||||
|
<wis>14</wis>
|
||||||
|
<cha>5</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>12</passive>
|
||||||
|
<languages>understands the languages you speak</languages>
|
||||||
|
<cr></cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Hit Points</name>
|
||||||
|
<text>equal the beast's Constitution modifier + your spellcasting ability modifier + ten times the spell's level</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Amphibious (Water Only)</name>
|
||||||
|
<text>The beast can breathe air and water.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Flyby (Air Only)</name>
|
||||||
|
<text>The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Pack Tactics (Land and Water Only)</name>
|
||||||
|
<text>The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The beast makes a number of attacks equal to half this spell's level (rounded down).</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Maul</name>
|
||||||
|
<text>Melee Weapon Attack: +4 + the spell's level to hit, reach 5 ft., one target. 1d8 + 4 + the spell's level piercing damage.</text>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 4</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Celestial Spirit</name>
|
||||||
|
<size>L</size>
|
||||||
|
<type>celestial</type>
|
||||||
|
<alignment>Neutral Good</alignment>
|
||||||
|
<ac>11 + the level of the spell (natural armor)</ac>
|
||||||
|
<hp>3</hp>
|
||||||
|
<speed>walk 30 ft., fly 40 ft.</speed>
|
||||||
|
<str>16</str>
|
||||||
|
<dex>14</dex>
|
||||||
|
<con>16</con>
|
||||||
|
<int>10</int>
|
||||||
|
<wis>14</wis>
|
||||||
|
<cha>16</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>Celestial, understands the languages you speak</languages>
|
||||||
|
<cr></cr>
|
||||||
|
<resist>radiant</resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>charmed, frightened</conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Hit Points</name>
|
||||||
|
<text>equal the celestial's Constitution modifier + your spellcasting ability modifier + ten times the spell's level</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The celestial makes a number of attacks equal to half this spell's level (rounded down).</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Radiant Bow (Avenger Only)</name>
|
||||||
|
<text>Ranged Weapon Attack: +2 + the spell's level to hit, range 150/600 ft., one target. 2d6 + 2 + the spell's level radiant damage.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Radiant Mace (Defender Only)</name>
|
||||||
|
<text>Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one target. 1d10 + 3 + the spell's level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains temporary hit points equal to the damage dealt, provided it doesn't already have temporary hit points.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Healing Touch (1/Day)</name>
|
||||||
|
<text>The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell's level.</text>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 4</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Elemental Spirit</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>elemental</type>
|
||||||
|
<alignment>Neutral</alignment>
|
||||||
|
<ac>11 + the level of the spell (natural armor)</ac>
|
||||||
|
<hp>3</hp>
|
||||||
|
<speed>walk 40 ft., fly 40 ft., burrow 40 ft., swim 40 ft.</speed>
|
||||||
|
<str>18</str>
|
||||||
|
<dex>15</dex>
|
||||||
|
<con>17</con>
|
||||||
|
<int>4</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>16</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>Primordial, understands the languages you speak</languages>
|
||||||
|
<cr></cr>
|
||||||
|
<resist>lightning; thunder (air only), piercing; slashing (earth only); acid (water only)</resist>
|
||||||
|
<immune>poison; fire (fire only)</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>exhaustion, paralyzed, petrified, poisoned, unconscious</conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Hit Points</name>
|
||||||
|
<text>equal the elemental's Constitution modifier + your spellcasting ability modifier + ten times the spell's level</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Amorphous Form (Air, Fire, and Water Only)</name>
|
||||||
|
<text>The elemental can move through a space as narrow as 1 inch wide without squeezing.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The elemental makes a number of attacks equal to half this spell's level (rounded down).</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Slam</name>
|
||||||
|
<text>Melee Weapon Attack: +4 + the spell's level to hit, reach 5 ft., one target. 1d10 + 4 + the spell's level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).</text>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 5</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Fey Spirit</name>
|
||||||
|
<size>S</size>
|
||||||
|
<type>fey</type>
|
||||||
|
<alignment>Chaotic Good</alignment>
|
||||||
|
<ac>11 + the level of the spell (natural armor)</ac>
|
||||||
|
<hp>2</hp>
|
||||||
|
<speed>walk 40 ft.</speed>
|
||||||
|
<str>13</str>
|
||||||
|
<dex>16</dex>
|
||||||
|
<con>14</con>
|
||||||
|
<int>14</int>
|
||||||
|
<wis>11</wis>
|
||||||
|
<cha>16</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>Sylvan, understands the languages you speak</languages>
|
||||||
|
<cr></cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>charmed</conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Hit Points</name>
|
||||||
|
<text>equal the fey's Constitution modifier + your spellcasting ability modifier + ten times the spell's level</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Fey Step</name>
|
||||||
|
<text>As a bonus action, the fey can magically teleport up to 30 feet to an unoccupied space it can see.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkening Step (Deceitful Only)</name>
|
||||||
|
<text>Immediately after using its Fey Step, the fey can fill a 5-foot cube within 5 feet of it with magical darkness, which remains until the end of the fey's next turn.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Ecstatic Step (Joyful Only)</name>
|
||||||
|
<text>Immediately after using its Fey Step, the fey can choose a creature it can see within 10 feet of it and force it to succeed on a Wisdom saving throw against your spell save DC or be charmed by the fey for 1 minute. The charm ends if the fey or any of its companions deals any damage to the target.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Impassioned Step (Furious Only)</name>
|
||||||
|
<text>Immediately after using its Fey Step, the fey has advantage on the next attack roll it makes before the end of its turn.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The fey makes a number of attacks equal to half this spell's level (rounded down).</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Shortsword</name>
|
||||||
|
<text>Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one target. 1d6 + 3 + the spell's level piercing damage + 1d6 force damage.</text>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 5</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Fiendish Spirit</name>
|
||||||
|
<size>L</size>
|
||||||
|
<type>fiend</type>
|
||||||
|
<alignment></alignment>
|
||||||
|
<ac>11 + the level of the spell (natural armor)</ac>
|
||||||
|
<hp>2</hp>
|
||||||
|
<speed>walk 40 ft., climb 40 ft., fly 60 ft.</speed>
|
||||||
|
<str>13</str>
|
||||||
|
<dex>16</dex>
|
||||||
|
<con>15</con>
|
||||||
|
<int>10</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>16</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>Abyssal, Infernal, telepathy 60 ft.</languages>
|
||||||
|
<cr></cr>
|
||||||
|
<resist>fire</resist>
|
||||||
|
<immune>poison</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>poisoned</conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Hit Points</name>
|
||||||
|
<text>equal the fiend's Constitution modifier + your spellcasting ability modifier + ten times the spell's level</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Magic Resistance</name>
|
||||||
|
<text>The fiend has advantage on saving throws against spells and other magical effects.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Death Throes (Demon Only)</name>
|
||||||
|
<text>When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + this spell's level fire damage on a failed save, or half as much damage on a successful one.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Devil's Sight (Devil Only)</name>
|
||||||
|
<text>Magical darkness doesn't impede the fiend's darkvision.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The fiend makes a number of attacks equal to half this spell's level (rounded down).</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Bite (Demon Only)</name>
|
||||||
|
<text>Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one target. 1d12 + 3 + the spell's level necrotic damage.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Claws (Yugoloth Only)</name>
|
||||||
|
<text>Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one target. 1d8 + 3 + the spell's level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Hurl Flame (Devil Only)</name>
|
||||||
|
<text>Ranged Spell Attack: +3 + the spell's level to hit, range 150 ft., one target. 2d6 + 3 + the spell's level fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.</text>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 6</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Shadow Spirit</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>monstrosity</type>
|
||||||
|
<alignment>Neutral Evil</alignment>
|
||||||
|
<ac>11 + the level of the spell (natural armor)</ac>
|
||||||
|
<hp>2</hp>
|
||||||
|
<speed>walk 40 ft.</speed>
|
||||||
|
<str>13</str>
|
||||||
|
<dex>16</dex>
|
||||||
|
<con>15</con>
|
||||||
|
<int>4</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>16</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>Common, understands the languages you speak</languages>
|
||||||
|
<cr></cr>
|
||||||
|
<resist>necrotic</resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>frightened</conditionImmune>
|
||||||
|
<senses>darkvision 120 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Hit Points</name>
|
||||||
|
<text>equal the shadow's Constitution modifier + your spellcasting ability modifier + ten times the spell's level</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Bloodthirsty Frenzy (Fury Only)</name>
|
||||||
|
<text>The spirit has advantage on attack rolls against frightened creatures.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shadow Stealth (Fear Only)</name>
|
||||||
|
<text>While in dim light or darkness, the spirit can take the Hide action as a bonus action.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Weight of Ages (Despair Only)</name>
|
||||||
|
<text>Any beast or humanoid, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that beast or humanoid's next turn.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The spirit makes a number of attacks equal to half this spell's level (rounded down).</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Chilling Rend</name>
|
||||||
|
<text>Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one target. 2d8 + 3 + the spell's level cold damage.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Dreadful Scream (1/Day)</name>
|
||||||
|
<text>The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 7</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Undead Spirit</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>undead</type>
|
||||||
|
<alignment>Neutral Evil</alignment>
|
||||||
|
<ac>11 + the level of the spell (natural armor)</ac>
|
||||||
|
<hp>2</hp>
|
||||||
|
<speed>walk 30 ft., fly 40 ft.</speed>
|
||||||
|
<str>12</str>
|
||||||
|
<dex>16</dex>
|
||||||
|
<con>15</con>
|
||||||
|
<int>4</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>9</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>Common, understands the languages you speak</languages>
|
||||||
|
<cr></cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune>necrotic, poison</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>exhaustion, frightened, paralyzed, poisoned</conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Hit Points</name>
|
||||||
|
<text>equal the undead's Constitution modifier + your spellcasting ability modifier + ten times the spell's level</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Incorporeal Movement (Ghostly Only)</name>
|
||||||
|
<text>The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Festering Aura (Putrid Only)</name>
|
||||||
|
<text>Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Multiattack</name>
|
||||||
|
<text>The spirit makes a number of attacks equal to half this spell's level (rounded down).</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Deathly Touch (Ghostly Only)</name>
|
||||||
|
<text>Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one creature. 1d8 + 3 + the spell's level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target's next turn.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Grave Bolt (Skeletal Only)</name>
|
||||||
|
<text>Ranged Spell Attack: +3 + the spell's level to hit, range 150 ft., one target. 2d8 + 3 + the spell's level necrotic damage.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Rotting Claw (Putrid Only)</name>
|
||||||
|
<text>Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one target. 1d6 + 3 + the spell's level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.</text>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 8</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
</compendium>
|
||||||
47
FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-20s2.xml
Executable file
47
FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-20s2.xml
Executable file
@@ -0,0 +1,47 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<monster>
|
||||||
|
<name>Dancing Item</name>
|
||||||
|
<size>L</size>
|
||||||
|
<type>construct</type>
|
||||||
|
<alignment>Neutral</alignment>
|
||||||
|
<ac>16 (natural armor)</ac>
|
||||||
|
<hp>3</hp>
|
||||||
|
<speed>walk 40 ft.</speed>
|
||||||
|
<str>18</str>
|
||||||
|
<dex>14</dex>
|
||||||
|
<con>16</con>
|
||||||
|
<int>4</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>6</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>understands the languages you speak</languages>
|
||||||
|
<cr></cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune>poison</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>charmed, exhaustion, poisoned, frightened</conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Hit Points</name>
|
||||||
|
<text>equal the dancing item's Constitution modifier + your Charisma modifier + five times your level in this class</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Endless Waltz</name>
|
||||||
|
<text>Immediately after the item makes a slam attack, it can take the Dodge action as a bonus action.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Immutable Form</name>
|
||||||
|
<text>The item is immune to any spell or effect that would alter its form.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Force-Empowered Slam</name>
|
||||||
|
<text>Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. 1d10 + your Charisma modifier force damage.</text>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
</compendium>
|
||||||
47
FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-20s5.xml
Executable file
47
FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-20s5.xml
Executable file
@@ -0,0 +1,47 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<monster>
|
||||||
|
<name>Drake Companion</name>
|
||||||
|
<size>S</size>
|
||||||
|
<type>dragon</type>
|
||||||
|
<alignment>Any alignment</alignment>
|
||||||
|
<ac>14 + PB (natural armor)</ac>
|
||||||
|
<hp>5</hp>
|
||||||
|
<speed>walk 40 ft.</speed>
|
||||||
|
<str>16</str>
|
||||||
|
<dex>12</dex>
|
||||||
|
<con>15</con>
|
||||||
|
<int>8</int>
|
||||||
|
<wis>14</wis>
|
||||||
|
<cha>8</cha>
|
||||||
|
<save>Special Dex {@d20 +2} plus PB, Wis {@d20 +2} plus PB</save>
|
||||||
|
<skill></skill>
|
||||||
|
<passive>12</passive>
|
||||||
|
<languages>Draconic</languages>
|
||||||
|
<cr></cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune>determined by the drake's draconic essence trait</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Hit Points</name>
|
||||||
|
<text>5 + five times your ranger level (the drake has a number of hit dice [d10s] equal to your ranger level)</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Draconic Essence</name>
|
||||||
|
<text>When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake's damage immunity, the damage of its bite, and the damage of its Infused Strikes trait.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Bite</name>
|
||||||
|
<text>Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. 1d6 piercing damage plus PB damage of a type determined by the drake's Draconic Essence.</text>
|
||||||
|
</action>
|
||||||
|
<reaction>
|
||||||
|
<name>Infused Strikes</name>
|
||||||
|
<text>When another creature within 30 feet of the drake that it can see hits with a weapon attack, the drake infuses the strike with its essence, causing the attack to deal an extra 1d6 damage of the type determined by its Draconic Essence.</text>
|
||||||
|
</reaction>
|
||||||
|
<description>
|
||||||
|
Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 3</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
</compendium>
|
||||||
102
FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-ar.xml
Executable file
102
FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-ar.xml
Executable file
@@ -0,0 +1,102 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<monster>
|
||||||
|
<name>Alchemical Homunculus (Unearthed Arcana)</name>
|
||||||
|
<size>T</size>
|
||||||
|
<type>construct</type>
|
||||||
|
<alignment>Neutral</alignment>
|
||||||
|
<ac>13 (natural armor)</ac>
|
||||||
|
<hp>0</hp>
|
||||||
|
<speed>walk 20 ft., fly 30 ft.</speed>
|
||||||
|
<str>4</str>
|
||||||
|
<dex>15</dex>
|
||||||
|
<con>11</con>
|
||||||
|
<int>10</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>7</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Perception +4, Stealth +4</skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>understands the languages you speak</languages>
|
||||||
|
<cr></cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune>acid, poison</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>charmed, exhaustion, poisoned</conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Hit Points</name>
|
||||||
|
<text>equal to five times your level in this class + your Intelligence modifier</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Might of the Master</name>
|
||||||
|
<text>The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus's skill bonuses and the bonuses to hit and damage of its Acidic Spittle.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Acidic Spittle</name>
|
||||||
|
<text>Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. 1d6 + 2 acid damage.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Alchemical Salve (3/Day)</name>
|
||||||
|
<text>The homunculus produces a salve and touches one creature you designate. The target receives one of the following magical benefits of your choice:</text>
|
||||||
|
<text>• Buoyancy: The target gains a flying speed of 10 feet for 10 minutes.</text>
|
||||||
|
<text>• Inspiration: The target feels giddy and effective, gaining advantage on certain ability checks in the next hour. The target chooses the checks before or after rolling. The magic runs out after the target has used it on a number of checks equal to your Intelligence modifier (minimum of 1).</text>
|
||||||
|
<text>• Resilience: The target gains a number of temporary hit points equal to 2d6 + your Intelligence modifier.</text>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Unearthed Arcana: Artificer Revisited p. 6</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Iron Defender (Unearthed Arcana)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>construct</type>
|
||||||
|
<alignment>Neutral</alignment>
|
||||||
|
<ac>15 (natural armor)</ac>
|
||||||
|
<hp>0</hp>
|
||||||
|
<speed>walk 40 ft.</speed>
|
||||||
|
<str>14</str>
|
||||||
|
<dex>12</dex>
|
||||||
|
<con>14</con>
|
||||||
|
<int>4</int>
|
||||||
|
<wis>10</wis>
|
||||||
|
<cha>6</cha>
|
||||||
|
<save></save>
|
||||||
|
<skill>Perception +4</skill>
|
||||||
|
<passive>10</passive>
|
||||||
|
<languages>understands the languages you speak</languages>
|
||||||
|
<cr></cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune>poison</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>charmed, exhaustion, poisoned</conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Hit Points</name>
|
||||||
|
<text>equal to five times your level in this class + your Intelligence modifier + the Iron Defender (Unearthed Arcana)'s Constitution modifier</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Might of the Master</name>
|
||||||
|
<text>The following numbers increase by 1 when your proficiency bonus increases by 1: the Iron Defender (Unearthed Arcana)'s skill bonuses, the bonuses to hit and damage of its bite, and the number of hit points restored by its Repair action.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Vigilant</name>
|
||||||
|
<text>The Iron Defender (Unearthed Arcana) can't be surprised.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Bite</name>
|
||||||
|
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. 1d8 + 2 piercing damage.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Repair (3/Day)</name>
|
||||||
|
<text>The magical mechanisms inside the Iron Defender (Unearthed Arcana) restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it.</text>
|
||||||
|
</action>
|
||||||
|
<reaction>
|
||||||
|
<name>Defensive Pounce</name>
|
||||||
|
<text>The Iron Defender (Unearthed Arcana) imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the Iron Defender (Unearthed Arcana).</text>
|
||||||
|
</reaction>
|
||||||
|
<description>
|
||||||
|
Source: Unearthed Arcana: Artificer Revisited p. 11</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
</compendium>
|
||||||
47
FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-cdw.xml
Executable file
47
FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-cdw.xml
Executable file
@@ -0,0 +1,47 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<monster>
|
||||||
|
<name>Wildfire Spirit</name>
|
||||||
|
<size>S</size>
|
||||||
|
<type>elemental</type>
|
||||||
|
<alignment>Any Chaotic Alignment</alignment>
|
||||||
|
<ac>13 (natural armor)</ac>
|
||||||
|
<hp>0</hp>
|
||||||
|
<speed>walk 20 ft., fly 30 ft.</speed>
|
||||||
|
<str>10</str>
|
||||||
|
<dex>14</dex>
|
||||||
|
<con>14</con>
|
||||||
|
<int>13</int>
|
||||||
|
<wis>15</wis>
|
||||||
|
<cha>11</cha>
|
||||||
|
<save>Dex +4, Con +4, Wis +4</save>
|
||||||
|
<skill>Nature +4</skill>
|
||||||
|
<passive>12</passive>
|
||||||
|
<languages>understands the languages you speak</languages>
|
||||||
|
<cr></cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune>fire</immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune>charmed, frightened, grappled, prone, restrained</conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Hit Points</name>
|
||||||
|
<text>equal to the wildfire spirit's Constitution modifier + your Wisdom modifier + five times your level in this class</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Soul Bond</name>
|
||||||
|
<text>The following numbers increase by 1 when your proficiency bonus increases by 1: the spirit's skill and saving throw bonuses above, the bonuses to hit and damage of its Flame Seed, and the bonus to damage of its Fiery Teleportation.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Flame Seed</name>
|
||||||
|
<text>Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. 1d6 + 2 fire damage.</text>
|
||||||
|
</action>
|
||||||
|
<action>
|
||||||
|
<name>Fiery Teleportation (Recharges after a Short or Long Rest)</name>
|
||||||
|
<text>The spirit and each willing creature of your choice within 5 feet of it teleport up to 30 feet to unoccupied spaces you can see. Each creature within 10 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + 2 fire damage.</text>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Unearthed Arcana: Cleric Druid Wizard p. 3</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
</compendium>
|
||||||
99
FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-cfv.xml
Executable file
99
FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-cfv.xml
Executable file
@@ -0,0 +1,99 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<monster>
|
||||||
|
<name>Beast of the Air</name>
|
||||||
|
<size>S</size>
|
||||||
|
<type>beast</type>
|
||||||
|
<alignment>Neutral</alignment>
|
||||||
|
<ac>13</ac>
|
||||||
|
<hp>1</hp>
|
||||||
|
<speed>walk 10 ft., fly 60 ft.</speed>
|
||||||
|
<str>6</str>
|
||||||
|
<dex>16</dex>
|
||||||
|
<con>13</con>
|
||||||
|
<int>8</int>
|
||||||
|
<wis>14</wis>
|
||||||
|
<cha>11</cha>
|
||||||
|
<save>Dex +5, Con +3, Wis +4</save>
|
||||||
|
<skill>Perception +4, Stealth +5</skill>
|
||||||
|
<passive>14</passive>
|
||||||
|
<languages>understands the languages you speak</languages>
|
||||||
|
<cr></cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Hit Points</name>
|
||||||
|
<text>equal the beast's Constitution modifier + your Wisdom modifier + five times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Flyby</name>
|
||||||
|
<text>The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Primal Rebirth</name>
|
||||||
|
<text>If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Ready Companion</name>
|
||||||
|
<text>As a bonus action, you can command the beast to make its shred attack or to Hide.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Shred</name>
|
||||||
|
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 1d6 + 3 slashing damage.</text>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Unearthed Arcana: Class Feature Variants p. 8</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
<monster>
|
||||||
|
<name>Beast of the Earth</name>
|
||||||
|
<size>M</size>
|
||||||
|
<type>beast</type>
|
||||||
|
<alignment>Neutral</alignment>
|
||||||
|
<ac>12</ac>
|
||||||
|
<hp>2</hp>
|
||||||
|
<speed>walk 40 ft., climb or swim 40 ft. (your choice when you bond with the beast)</speed>
|
||||||
|
<str>14</str>
|
||||||
|
<dex>14</dex>
|
||||||
|
<con>15</con>
|
||||||
|
<int>8</int>
|
||||||
|
<wis>14</wis>
|
||||||
|
<cha>11</cha>
|
||||||
|
<save>Dex +4, Con +4, Wis +4</save>
|
||||||
|
<skill>Perception +4, Stealth +4</skill>
|
||||||
|
<passive>14</passive>
|
||||||
|
<languages>understands the languages you speak</languages>
|
||||||
|
<cr></cr>
|
||||||
|
<resist></resist>
|
||||||
|
<immune></immune>
|
||||||
|
<vulnerable></vulnerable>
|
||||||
|
<conditionImmune></conditionImmune>
|
||||||
|
<senses>darkvision 60 ft.</senses>
|
||||||
|
<trait>
|
||||||
|
<name>Hit Points</name>
|
||||||
|
<text>equal the beast's Constitution modifier + your Wisdom modifier + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Charge</name>
|
||||||
|
<text>If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. The DC equals your spell save DC. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Primal Rebirth</name>
|
||||||
|
<text>If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Ready Companion</name>
|
||||||
|
<text>As a bonus action, you can command the beast to make its maul attack or to Hide.</text>
|
||||||
|
</trait>
|
||||||
|
<action>
|
||||||
|
<name>Maul</name>
|
||||||
|
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 1d6 + 2 slashing damage.</text>
|
||||||
|
</action>
|
||||||
|
<description>
|
||||||
|
Source: Unearthed Arcana: Class Feature Variants p. 9</description>
|
||||||
|
<environment></environment>
|
||||||
|
</monster>
|
||||||
|
</compendium>
|
||||||
52
FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020por.xml
Executable file
52
FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020por.xml
Executable file
@@ -0,0 +1,52 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<spell>
|
||||||
|
<name>Intellect Fortress</name>
|
||||||
|
<level>4</level>
|
||||||
|
<school>A</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>30 feet</range>
|
||||||
|
<components>V</components>
|
||||||
|
<duration>Concentration, up to 1 hour</duration>
|
||||||
|
<classes>Bard, Sorcerer, Wizard</classes>
|
||||||
|
<text>For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
|
||||||
|
Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 7</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Mind Sliver</name>
|
||||||
|
<level>0</level>
|
||||||
|
<school>EN</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>60 feet</range>
|
||||||
|
<components>V</components>
|
||||||
|
<duration>1 round</duration>
|
||||||
|
<classes>Sorcerer, Warlock, Wizard</classes>
|
||||||
|
<text>You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save.
|
||||||
|
This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
|
||||||
|
Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 7</text>
|
||||||
|
<roll>1d6</roll>
|
||||||
|
<roll>2d6</roll>
|
||||||
|
<roll>3d6</roll>
|
||||||
|
<roll>4d6</roll>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Mind Thrust</name>
|
||||||
|
<level>2</level>
|
||||||
|
<school>EN</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>90 feet</range>
|
||||||
|
<components>V</components>
|
||||||
|
<duration>1 round</duration>
|
||||||
|
<classes>Sorcerer, Wizard</classes>
|
||||||
|
<text>You thrust a lance of psychic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|
||||||
|
Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 7</text>
|
||||||
|
<roll>3d6</roll>
|
||||||
|
</spell>
|
||||||
|
</compendium>
|
||||||
198
FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020smt.xml
Executable file
198
FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020smt.xml
Executable file
@@ -0,0 +1,198 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<spell>
|
||||||
|
<name>Acid Stream</name>
|
||||||
|
<level>1</level>
|
||||||
|
<school>EV</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>Self (30-foot line)</range>
|
||||||
|
<components>V, S, M (a bit of rotten food)</components>
|
||||||
|
<duration>Concentration, up to 1 minute</duration>
|
||||||
|
<classes>Sorcerer, Wizard</classes>
|
||||||
|
<text>A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 3d4 acid damage at start of each of its turns.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
|
||||||
|
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 2</text>
|
||||||
|
<roll>3d4</roll>
|
||||||
|
<roll>4d4</roll>
|
||||||
|
<roll>5d4</roll>
|
||||||
|
<roll>6d4</roll>
|
||||||
|
<roll>7d4</roll>
|
||||||
|
<roll>8d4</roll>
|
||||||
|
<roll>9d4</roll>
|
||||||
|
<roll>10d4</roll>
|
||||||
|
<roll>11d4</roll>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Otherworldly Form</name>
|
||||||
|
<level>6</level>
|
||||||
|
<school>T</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>Self</range>
|
||||||
|
<components>V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp)</components>
|
||||||
|
<duration>Concentration, up to 1 minute</duration>
|
||||||
|
<classes>Cleric, Sorcerer, Warlock, Wizard</classes>
|
||||||
|
<text>Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
|
||||||
|
• You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
|
||||||
|
• You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
|
||||||
|
• Spectral wings appear on your back, giving you a flying speed of 40 feet.
|
||||||
|
• You have a +2 bonus to AC.
|
||||||
|
• All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.
|
||||||
|
• You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
|
||||||
|
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 2</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Spirit Shroud</name>
|
||||||
|
<level>3</level>
|
||||||
|
<school>N</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 bonus action</time>
|
||||||
|
<range>Self</range>
|
||||||
|
<components>V, S</components>
|
||||||
|
<duration>Concentration, up to 1 minute</duration>
|
||||||
|
<classes>Cleric, Paladin, Warlock, Wizard</classes>
|
||||||
|
<text>You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable, and they are good or evil (your choice).
|
||||||
|
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant if the spirits are good and necrotic if they are evil. Any creature that takes this damage can't regain hit points until the start of your next turn.
|
||||||
|
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d8 for each slot level above 3rd.
|
||||||
|
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 2</text>
|
||||||
|
<roll>1d8</roll>
|
||||||
|
<roll>2d8</roll>
|
||||||
|
<roll>3d8</roll>
|
||||||
|
<roll>4d8</roll>
|
||||||
|
<roll>5d8</roll>
|
||||||
|
<roll>6d8</roll>
|
||||||
|
<roll>7d8</roll>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Summon Aberrant Spirit</name>
|
||||||
|
<level>4</level>
|
||||||
|
<school>C</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>90 feet</range>
|
||||||
|
<components>V, S, M (a pickled tentacle and an eyeball in a crystal vial worth at least 400 gp)</components>
|
||||||
|
<duration>Concentration, up to 1 hour</duration>
|
||||||
|
<classes>Sorcerer, Warlock, Wizard</classes>
|
||||||
|
<text>You call forth a spirit from the Far Realm or another alien realm of madness. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaadi, or Star Spawn. The creature physically resembles your choice, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
|
||||||
|
The creature is friendly to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 5th level or higher, the creature assumes the higher level for that casting wherever it uses the spell's level in its stat block.
|
||||||
|
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 3</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Summon Bestial Spirit</name>
|
||||||
|
<level>2</level>
|
||||||
|
<school>C</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>90 feet</range>
|
||||||
|
<components>V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp)</components>
|
||||||
|
<duration>Concentration, up to 1 hour</duration>
|
||||||
|
<classes>Druid, Ranger</classes>
|
||||||
|
<text>You call forth the spirit of a beast. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature's stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
|
||||||
|
The creature is friendly to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 3rd level or higher, the creature assumes the higher level for that casting wherever it uses the spell's level in its stat block.
|
||||||
|
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 3</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Summon Celestial Spirit</name>
|
||||||
|
<level>5</level>
|
||||||
|
<school>C</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>90 feet</range>
|
||||||
|
<components>V, S, M (a golden reliquary worth at least 500 gp)</components>
|
||||||
|
<duration>Concentration, up to 1 hour</duration>
|
||||||
|
<classes>Cleric, Paladin</classes>
|
||||||
|
<text>You call forth a spirit from the Upper Planes. The spirit manifests physically in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
|
||||||
|
The creature is friendly to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 6th level or higher, the creature assumes the higher level for that casting wherever it uses the spell's level in its stat block.
|
||||||
|
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 4</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Summon Elemental Spirit</name>
|
||||||
|
<level>4</level>
|
||||||
|
<school>C</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>90 feet</range>
|
||||||
|
<components>V, S, M (air, a pebble, ash, and water inside a crystal vial worth at least 400 gp)</components>
|
||||||
|
<duration>Concentration, up to 1 hour</duration>
|
||||||
|
<classes>Druid, Sorcerer, Wizard</classes>
|
||||||
|
<text>You call forth a spirit from the Elemental Planes. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
|
||||||
|
The creature is friendly to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 5th level or higher, the creature assumes the higher level for that casting wherever it uses the spell's level in its stat block.
|
||||||
|
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 4</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Summon Fey Spirit</name>
|
||||||
|
<level>3</level>
|
||||||
|
<school>C</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>90 feet</range>
|
||||||
|
<components>V, S, M (a gilded flower worth at least 300 gp)</components>
|
||||||
|
<duration>Concentration, up to 1 hour</duration>
|
||||||
|
<classes>Bard, Druid, Sorcerer, Warlock, Wizard</classes>
|
||||||
|
<text>You call forth a spirit from the Feywild. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Deceitful, Furious, or Joyful. The creature physically resembles a satyr, a dryad, or an elf (your choice) marked by the chosen mood, which also determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
|
||||||
|
The creature is friendly to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell's level in its stat block.
|
||||||
|
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 5</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Summon Fiendish Spirit</name>
|
||||||
|
<level>6</level>
|
||||||
|
<school>C</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>90 feet</range>
|
||||||
|
<components>V, S, M (humanoid blood inside a ruby vial worth at least 600 gp)</components>
|
||||||
|
<duration>Concentration, up to 1 hour</duration>
|
||||||
|
<classes>Warlock, Wizard</classes>
|
||||||
|
<text>You call forth a fiendish spirit from the Lower Planes. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature physically resembles a fiend of the chosen type, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
|
||||||
|
The creature is friendly to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 7th level or higher, the creature assumes the higher level for that casting wherever it uses the spell's level in its stat block.
|
||||||
|
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 6</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Summon Shadow Spirit</name>
|
||||||
|
<level>3</level>
|
||||||
|
<school>C</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>90 feet</range>
|
||||||
|
<components>V, S, M (tears inside a crystal vial worth at least 300 gp)</components>
|
||||||
|
<duration>Concentration, up to 1 hour</duration>
|
||||||
|
<classes>Sorcerer, Warlock, Wizard</classes>
|
||||||
|
<text>You call forth a shadowy spirit from the Shadowfell. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
|
||||||
|
The creature is friendly to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell's level in its stat block.
|
||||||
|
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 7</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Summon Undead Spirit</name>
|
||||||
|
<level>3</level>
|
||||||
|
<school>N</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>90 feet</range>
|
||||||
|
<components>V, S, M (a gilded humanoid skull worth at least 300 gp)</components>
|
||||||
|
<duration>Concentration, up to 1 hour</duration>
|
||||||
|
<classes>Warlock, Wizard</classes>
|
||||||
|
<text>You call forth a restless spirit from beyond the grave. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
|
||||||
|
The creature is friendly to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell's level in its stat block.
|
||||||
|
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 7</text>
|
||||||
|
</spell>
|
||||||
|
</compendium>
|
||||||
20
FightClub5eXML/Sources/UnearthedArcana/spells-ua-ar.xml
Executable file
20
FightClub5eXML/Sources/UnearthedArcana/spells-ua-ar.xml
Executable file
@@ -0,0 +1,20 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<spell>
|
||||||
|
<name>Arcane Weapon</name>
|
||||||
|
<level>1</level>
|
||||||
|
<school>T</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 bonus action</time>
|
||||||
|
<range>Self</range>
|
||||||
|
<components>V, S</components>
|
||||||
|
<duration>Concentration, up to 1 hour</duration>
|
||||||
|
<classes>Artificer (Revisited) (UA)</classes>
|
||||||
|
<text>You channel arcane energy into one simple or martial weapon you're holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn't magical, it becomes a magic weapon for the spell's duration.
|
||||||
|
As a bonus action, you can change the damage type, choosing from the options above.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.
|
||||||
|
Source: Unearthed Arcana: Artificer Revisited p. 10</text>
|
||||||
|
<roll>1d6</roll>
|
||||||
|
</spell>
|
||||||
|
</compendium>
|
||||||
135
FightClub5eXML/Sources/UnearthedArcana/spells-ua-frw.xml
Executable file
135
FightClub5eXML/Sources/UnearthedArcana/spells-ua-frw.xml
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<?xml version='1.0' encoding='utf-8'?>
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<compendium version="5" auto_indent="NO">
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||||||
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<spell>
|
||||||
|
<name>Ego Whip</name>
|
||||||
|
<level>4</level>
|
||||||
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<school>EN</school>
|
||||||
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<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>30 feet</range>
|
||||||
|
<components>V</components>
|
||||||
|
<duration>Concentration, up to 1 minute</duration>
|
||||||
|
<classes>Wizard, Sorcerer, Warlock, Bard</classes>
|
||||||
|
<text>You lash the mind of one creature you can see within range, filling it with despair. The target must succeed on an Intelligence saving throw or suffer disadvantage on attack rolls, ability checks, and saving throws, and it can't cast spells. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.
|
||||||
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Source: Unearthed Arcana: Fighter Rogue Wizard p. 7</text>
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||||||
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</spell>
|
||||||
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<spell>
|
||||||
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<name>Id Insinuation</name>
|
||||||
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<level>1</level>
|
||||||
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<school>EN</school>
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||||||
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<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>60 feet</range>
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||||||
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<components>V, S</components>
|
||||||
|
<duration>Concentration, up to 1 minute</duration>
|
||||||
|
<classes>Wizard, Sorcerer, Warlock, Bard</classes>
|
||||||
|
<text>You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can then make another Wisdom saving throw. On a success, the spell ends on the target.
|
||||||
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Source: Unearthed Arcana: Fighter Rogue Wizard p. 7</text>
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||||||
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<roll>1d12</roll>
|
||||||
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</spell>
|
||||||
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<spell>
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||||||
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<name>Intellect Fortress</name>
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||||||
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<level>5</level>
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||||||
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<school>A</school>
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||||||
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<ritual>NO</ritual>
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||||||
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<time>1 action</time>
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||||||
|
<range>Self</range>
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||||||
|
<components>V, S</components>
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||||||
|
<duration>Concentration, up to 10 minutes</duration>
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||||||
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<classes>Wizard, Sorcerer, Warlock, Bard</classes>
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||||||
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<text>You create a faintly shimmering barrier of protective psychic power around you. For the duration, you have advantage on all saving throws.
|
||||||
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When another creature that you can see within 30 feet of you fails a saving throw, you can use your reaction to allow them to reroll the save. They must use the new roll.
|
||||||
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Source: Unearthed Arcana: Fighter Rogue Wizard p. 7</text>
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</spell>
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||||||
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<spell>
|
||||||
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<name>Mental Barrier</name>
|
||||||
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<level>2</level>
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||||||
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<school>A</school>
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||||||
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<ritual>NO</ritual>
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||||||
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<time>1 reaction</time>
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||||||
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<range>Self</range>
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||||||
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<components>V</components>
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||||||
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<duration>1 round</duration>
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||||||
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<classes>Wizard, Sorcerer, Warlock, Bard</classes>
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||||||
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<text>You protect your mind with a wall of looping, repetitive thought. Until the start of your next turn, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.
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||||||
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Source: Unearthed Arcana: Fighter Rogue Wizard p. 7</text>
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</spell>
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<spell>
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||||||
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<name>Mind Sliver</name>
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||||||
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<level>0</level>
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||||||
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<school>EN</school>
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||||||
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<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
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||||||
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<range>60 feet</range>
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||||||
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<components>V</components>
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||||||
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<duration>1 round</duration>
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||||||
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<classes>Wizard, Sorcerer, Warlock, Bard</classes>
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||||||
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<text>You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save.
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This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
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Source: Unearthed Arcana: Fighter Rogue Wizard p. 7</text>
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<roll>1d6</roll>
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<roll>2d6</roll>
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||||||
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<roll>3d6</roll>
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<roll>4d6</roll>
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</spell>
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<spell>
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||||||
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<name>Mind Thrust</name>
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<level>2</level>
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||||||
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<school>EN</school>
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||||||
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<ritual>NO</ritual>
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||||||
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<time>1 bonus action</time>
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||||||
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<range>60 feet</range>
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||||||
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<components>V, S</components>
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||||||
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<duration>1 round</duration>
|
||||||
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<classes>Wizard, Sorcerer, Warlock, Bard</classes>
|
||||||
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<text>You propel a lance of psionic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can use its action only to Dash or Disengage on its next turn. On a successful save, the target takes half as much damage, and this spell doesn't limit its action options.
|
||||||
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At Higher Levels:
|
||||||
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When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
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Source: Unearthed Arcana: Fighter Rogue Wizard p. 7</text>
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||||||
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<roll>3d6</roll>
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||||||
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</spell>
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||||||
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<spell>
|
||||||
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<name>Psionic Blast</name>
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||||||
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<level>3</level>
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||||||
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<school>EV</school>
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||||||
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<ritual>NO</ritual>
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||||||
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<time>1 action</time>
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||||||
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<range>Self (30-foot cone)</range>
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||||||
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<components>V</components>
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||||||
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<duration>Instantaneous</duration>
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||||||
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<classes>Wizard, Sorcerer, Warlock, Bard</classes>
|
||||||
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<text>You unleash a destructive wave of mental power in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 5d8 force damage, is pushed 20 feet directly away from you, and is knocked prone. On a successful save, a target takes half as much damage and isn't pushed or knocked prone.
|
||||||
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At Higher Levels:
|
||||||
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When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
|
||||||
|
Source: Unearthed Arcana: Fighter Rogue Wizard p. 8</text>
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||||||
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<roll>5d8</roll>
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||||||
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</spell>
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||||||
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<spell>
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||||||
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<name>Psychic Crush</name>
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||||||
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<level>6</level>
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||||||
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<school>EN</school>
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||||||
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<ritual>NO</ritual>
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||||||
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<time>1 action</time>
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||||||
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<range>60 feet</range>
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||||||
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<components>V, S</components>
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||||||
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<duration>1 minute</duration>
|
||||||
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<classes>Wizard, Sorcerer, Warlock, Bard</classes>
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||||||
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<text>You overload the mind of one creature you can see within range, filling its psyche with discordant emotions. The target must make an Intelligence saving throw. On a failed save, the target takes 12d6 psychic damage and is stunned for 1 minute. On a successful save, the target takes half as much damage and isn't stunned.
|
||||||
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The stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the spell ends on the target.
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Source: Unearthed Arcana: Fighter Rogue Wizard p. 8</text>
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<roll>12d6</roll>
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||||||
|
</spell>
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||||||
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<spell>
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||||||
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<name>Thought Shield</name>
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||||||
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<level>2</level>
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||||||
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<school>A</school>
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||||||
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<ritual>NO</ritual>
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||||||
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<time>1 action</time>
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||||||
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<range>Touch</range>
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||||||
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<components>V, S</components>
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||||||
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<duration>8 hours</duration>
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||||||
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<classes>Wizard, Sorcerer, Warlock, Bard</classes>
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||||||
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<text>You weave a clouding veil over the mind of one creature you touch. For the duration, the target's mind can't be read or detected, creatures can't telepathically communicate with the target unless the target allows it, and the target has advantage on saving throws against any effect that would determine whether it is telling the truth.
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Source: Unearthed Arcana: Fighter Rogue Wizard p. 8</text>
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</spell>
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</compendium>
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219
FightClub5eXML/Sources/UnearthedArcana/spells-ua-mm.xml
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FightClub5eXML/Sources/UnearthedArcana/spells-ua-mm.xml
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<?xml version='1.0' encoding='utf-8'?>
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<compendium version="5" auto_indent="NO">
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<spell>
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<name>Arcane Hacking (UA)</name>
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<level>2</level>
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<school>T</school>
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<ritual>NO</ritual>
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<time>1 action</time>
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<range>Self</range>
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||||||
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<components>V, S, M (hacking tools)</components>
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<duration>Concentration, up to 1 hour</duration>
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<classes>Warlock, Sorcerer, Wizard, Warlock (Ghost in the Machine (UA))</classes>
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<text>You gain advantage on all Intelligence checks using hacking tools to break software encryption or online security when using a foreign system. This spell also allows you to break 2nd-level and lower protective spells such as arcane lock or glyph of warding by making an Intelligence check using hacking tools against the spell save DC of the spell's caster.
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At Higher Levels:
|
||||||
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When you cast this spell using a spell slot of 3rd level or higher, you can attempt to counteract a spell set to secure the foreign system if the spell's level is equal to or less than the level of the spell slot you used.
|
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Source: Unearthed Arcana: Modern Magic p. 5</text>
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</spell>
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<spell>
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||||||
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<name>Commune with City (UA)</name>
|
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<level>5</level>
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||||||
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<school>D</school>
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<ritual>YES</ritual>
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||||||
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<time>1 minute</time>
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||||||
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<range>Self</range>
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||||||
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<components>V, S</components>
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||||||
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<duration>Instantaneous</duration>
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||||||
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<classes>Warlock, Sorcerer, Wizard, Cleric (City (UA))</classes>
|
||||||
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<text>You briefly become one with the city and gain knowledge of the surrounding area. Aboveground, this spell gives you knowledge of the area within 1 mile of you. In sewers and other underground settings, you gain knowledge of the area within 600 feet of you.
|
||||||
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You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
|
||||||
|
• Terrain and bodies of water
|
||||||
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• Prevalent buildings, plants, animals, or intelligent creatures
|
||||||
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• Powerful (CR 1 or higher) celestials, fey, fiends, elementals, or undead
|
||||||
|
• Influences from other planes of existence
|
||||||
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• Electrical currents, wireless signals, and active transit lines and tracks
|
||||||
|
For example, you could determine the location of powerful undead in the area, the location of major sources of electrical power or interference, and the location of any nearby parks.
|
||||||
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Source: Unearthed Arcana: Modern Magic p. 5</text>
|
||||||
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</spell>
|
||||||
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<spell>
|
||||||
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<name>Conjure Knowbot (UA)</name>
|
||||||
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<level>4</level>
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||||||
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<school>C</school>
|
||||||
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<ritual>NO</ritual>
|
||||||
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<time>1 action</time>
|
||||||
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<range>Touch</range>
|
||||||
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<components>V, S</components>
|
||||||
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<duration>10 minutes</duration>
|
||||||
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<classes>Warlock, Sorcerer, Wizard, Warlock (Ghost in the Machine (UA))</classes>
|
||||||
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<text>You touch a single computerized device or computer system to conjure a knowbot—a partially sentient piece of software imprinted with vestiges of your own skills and computer abilities. For the duration of the spell, you can use a bonus action to have the knowbot execute a computer-related task that would normally require an action. The knowbot makes Intelligence ability checks using your ability score and proficiency bonuses (including your proficiency with hacking tools, if applicable).
|
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You have a limited telepathic bond with the knowbot, out to a range of 500 feet from the device or system where the knowbot was conjured. If you move beyond this range, the knowbot disappears in 2d4 rounds, as if the duration of the spell had expired. Moving within range again immediately reestablishes the bond.
|
||||||
|
The knowbot is bound to the system in which it was created, and it stays there until it is dismissed or the spell's duration expires.
|
||||||
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At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 5th level or higher, the spell's duration increases to 1 hour. Additionally, your telepathic bond with the knowbot is effective out to a range of 1,000 feet, and if you leave the range of the bond, the knowbot continues performing its last directed task until the spell expires.
|
||||||
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Source: Unearthed Arcana: Modern Magic p. 5</text>
|
||||||
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<roll>2d4</roll>
|
||||||
|
</spell>
|
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<spell>
|
||||||
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<name>Digital Phantom (UA)</name>
|
||||||
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<level>2</level>
|
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<school>A</school>
|
||||||
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<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>Self</range>
|
||||||
|
<components>V, S, M (a small piece of copper wire)</components>
|
||||||
|
<duration>Concentration, up to 1 hour</duration>
|
||||||
|
<classes>Warlock, Sorcerer, Wizard, Warlock (Ghost in the Machine (UA))</classes>
|
||||||
|
<text>This spell works to actively hide your presence within a computer system. For the spell's duration, you and any other users you choose on your local network gain a +10 bonus to Intelligence checks to avoid detection by administrators, knowbots, tracking software, and the like. Whenever you and your chosen users leave any computer system you are working in while this spell is in effect, all trace of your previous presence in that system is erased.
|
||||||
|
Source: Unearthed Arcana: Modern Magic p. 6</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
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<name>Find Vehicle (UA)</name>
|
||||||
|
<level>2</level>
|
||||||
|
<school>C</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>10 minutes</time>
|
||||||
|
<range>30 feet</range>
|
||||||
|
<components>V, S</components>
|
||||||
|
<duration>8 hours</duration>
|
||||||
|
<classes>Warlock, Sorcerer, Wizard, Cleric (City (UA))</classes>
|
||||||
|
<text>You summon a spirit that assumes the form of a nonmilitary land vehicle of your choice, appearing in an unoccupied space within range. The vehicle has the statistics of a normal vehicle of its sort, though it is celestial, fey, or fiendish (your choice in origin). The physical characteristics of the vehicle reflect its origin to some degree. For example, a fiendish SUV might be jet black in color, with tinted windows and a sinister-looking front grille.
|
||||||
|
You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability. While driving the conjured vehicle, you are considered proficient with vehicles of its type, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle.
|
||||||
|
If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear.
|
||||||
|
You can't have more than one vehicle bonded by this spell at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 3rd level or higher, you can conjure a nonmilitary water vehicle large enough to carry six Medium creatures. When you cast this spell using a spell slot of 5th level or higher, you can conjure a nonmilitary air vehicle large enough to carry ten Medium creatures. When you cast this spell using a spell slot of 7th level or higher, you can conjure any type of vehicle, subject to the DM's approval.
|
||||||
|
Source: Unearthed Arcana: Modern Magic p. 6</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Haywire (UA)</name>
|
||||||
|
<level>3</level>
|
||||||
|
<school>EN</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>90 feet</range>
|
||||||
|
<components>V, S</components>
|
||||||
|
<duration>Concentration, up to 1 minute</duration>
|
||||||
|
<classes>Warlock, Sorcerer, Wizard, Warlock (Ghost in the Machine (UA))</classes>
|
||||||
|
<text>This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10-foot-radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected. If an electronic device is held by a creature, that creature must succeed on a Wisdom saving throw or have the device affected by the spell.
|
||||||
|
At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect.
|
||||||
|
d6 | Effect
|
||||||
|
1 | The device shuts down and must be restarted. Do not roll again for this device until it is restarted.
|
||||||
|
2-4 | The device does not function.
|
||||||
|
5 | The device experiences a power surge, causing an electric shock to the wielder (if any) and one random creature within 5 feet of the device. Each affected creature must make a Dexterity saving throw against your spell save DC, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one.
|
||||||
|
6 | The device is usable as normal.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere affected by the spell increases by 5 feet for each slot level above 3rd.
|
||||||
|
Source: Unearthed Arcana: Modern Magic p. 7</text>
|
||||||
|
<roll>6d6</roll>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Infallible Relay (UA)</name>
|
||||||
|
<level>1</level>
|
||||||
|
<school>D</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 minute</time>
|
||||||
|
<range>Self</range>
|
||||||
|
<components>V, S, M (a mobile phone)</components>
|
||||||
|
<duration>Concentration, up to 10 minutes</duration>
|
||||||
|
<classes>Warlock, Sorcerer, Wizard, Warlock (Ghost in the Machine (UA))</classes>
|
||||||
|
<text>With this spell, you can target any creature with whom you have spoken previously, as long as the two of you are on the same plane of existence. When you cast the spell, the nearest functioning telephone or similar communications device within 100 feet of the target begins to ring. If there is no suitable device close enough to the target, the spell fails.
|
||||||
|
The target must make a successful Charisma saving throw or be compelled to answer your call. Once the connection is established, the call is crystal clear and cannot be dropped until the conversation has ended or the spell's duration ends. You can end the conversation at any time, but a target must succeed on a Charisma saving throw to end the conversation.
|
||||||
|
Source: Unearthed Arcana: Modern Magic p. 7</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Invisibility to Cameras (UA)</name>
|
||||||
|
<level>3</level>
|
||||||
|
<school>I</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>10 feet</range>
|
||||||
|
<components>V, S, M (a scrap of black paper)</components>
|
||||||
|
<duration>Concentration, up to 1 minute</duration>
|
||||||
|
<classes>Warlock, Sorcerer, Wizard, Warlock (Ghost in the Machine (UA))</classes>
|
||||||
|
<text>Four creatures of your choice within range become undetectable to electronic sensors and cameras for the duration of the spell. Anything a target is wearing or carrying is likewise undetectable as long as it is on the target's person. The targets remain visible to vision.
|
||||||
|
Source: Unearthed Arcana: Modern Magic p. 7</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>On/Off (UA)</name>
|
||||||
|
<level>0</level>
|
||||||
|
<school>T</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>60 feet</range>
|
||||||
|
<components>V, S</components>
|
||||||
|
<duration>Instantaneous</duration>
|
||||||
|
<classes>Warlock, Sorcerer, Wizard</classes>
|
||||||
|
<text>This cantrip allows you to activate or deactivate any electronic device within range, as long as the device has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.
|
||||||
|
Source: Unearthed Arcana: Modern Magic p. 7</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Protection from Ballistics (UA)</name>
|
||||||
|
<level>3</level>
|
||||||
|
<school>A</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>Touch</range>
|
||||||
|
<components>V, S, M (a shell casing)</components>
|
||||||
|
<duration>Concentration, up to 10 minutes</duration>
|
||||||
|
<classes>Warlock, Sorcerer, Wizard, Cleric (City (UA))</classes>
|
||||||
|
<text>This spell enchants the flesh of the target against the impact of bullets. Until the spell ends, the target has resistance to nonmagical ballistic damage.
|
||||||
|
Source: Unearthed Arcana: Modern Magic p. 8</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Remote Access (UA)</name>
|
||||||
|
<level>1</level>
|
||||||
|
<school>T</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>120 feet</range>
|
||||||
|
<components>V, S</components>
|
||||||
|
<duration>10 minutes</duration>
|
||||||
|
<classes>Warlock, Sorcerer, Wizard, Cleric (City (UA)), Warlock (Ghost in the Machine (UA))</classes>
|
||||||
|
<text>You can use any electronic device within range as if it were in your hands. This is not a telekinesis effect. Rather, this spell allows you to simulate a device's mechanical functions electronically. You are able to access only functions that a person using the device manually would be able to access. You can use remote access with only one device at a time.
|
||||||
|
Source: Unearthed Arcana: Modern Magic p. 8</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Shutdown (UA)</name>
|
||||||
|
<level>5</level>
|
||||||
|
<school>T</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>120 feet</range>
|
||||||
|
<components>V, S</components>
|
||||||
|
<duration>Concentration, up to 1 minute</duration>
|
||||||
|
<classes>Warlock, Sorcerer, Wizard, Cleric (City (UA)), Warlock (Ghost in the Machine (UA))</classes>
|
||||||
|
<text>This spell shuts down all electronic devices within range that are not wielded by or under the direct control of a creature. If an electronic device within range is used by a creature, that creature must succeed on a Constitution saving throw to prevent the device from being shut down. While the spell remains active, no electronic device within range can be started or restarted.
|
||||||
|
Source: Unearthed Arcana: Modern Magic p. 8</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Synchronicity (UA)</name>
|
||||||
|
<level>4</level>
|
||||||
|
<school>EN</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>Touch</range>
|
||||||
|
<components>V, S</components>
|
||||||
|
<duration>Concentration, up to 1 hour</duration>
|
||||||
|
<classes>Warlock, Sorcerer, Wizard, Cleric (City (UA)), Warlock (Ghost in the Machine (UA))</classes>
|
||||||
|
<text>The creature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isn't inconvenienced by mundane delays of any sort. Traffic lights are always green, there's always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the target's movement are made with disadvantage.
|
||||||
|
Synchronicity grants advantage to Dexterity (Stealth) checks, since the target always finds a handy piece of cover available. Additionally, the target has advantage on all ability checks made to drive a vehicle.
|
||||||
|
In the event that two or more creatures under the effect of synchronicity are attempting to avoid being inconvenienced by each other, the creatures engage in a contest of Charisma each time the effects of the spells would oppose each other.
|
||||||
|
Source: Unearthed Arcana: Modern Magic p. 8</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>System Backdoor (UA)</name>
|
||||||
|
<level>4</level>
|
||||||
|
<school>T</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 minute</time>
|
||||||
|
<range>Self</range>
|
||||||
|
<components>V, S, M (hacking tools)</components>
|
||||||
|
<duration>Concentration, up to 1 hour</duration>
|
||||||
|
<classes>Warlock, Sorcerer, Wizard, Warlock (Ghost in the Machine (UA))</classes>
|
||||||
|
<text>This spell allows you to bypass system security in order to create a secure login on a foreign system. The login you create allows you administrator-level privileges in any computer system not enhanced through technomagic. The login defeats any technomagic spells of 3rd level or lower.
|
||||||
|
Once the duration of the spell expires, the login and all privileges are wiped from the system. System logs still show the activity of the user, but the user identification cannot be found or traced.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 5th level or higher, you are able to bypass technomagic spells if the spell's level is equal to or less than the level of the spell slot you used.
|
||||||
|
Source: Unearthed Arcana: Modern Magic p. 8</text>
|
||||||
|
</spell>
|
||||||
|
</compendium>
|
||||||
21
FightClub5eXML/Sources/UnearthedArcana/spells-ua-saw.xml
Executable file
21
FightClub5eXML/Sources/UnearthedArcana/spells-ua-saw.xml
Executable file
@@ -0,0 +1,21 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<spell>
|
||||||
|
<name>Mind Sliver</name>
|
||||||
|
<level>0</level>
|
||||||
|
<school>EN</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>60 feet</range>
|
||||||
|
<components>V</components>
|
||||||
|
<duration>1 round</duration>
|
||||||
|
<classes>Sorcerer, Warlock, Wizard</classes>
|
||||||
|
<text>You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save.
|
||||||
|
This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
|
||||||
|
Source: Unearthed Arcana: Sorcerer And Warlock p. 4</text>
|
||||||
|
<roll>1d6</roll>
|
||||||
|
<roll>2d6</roll>
|
||||||
|
<roll>3d6</roll>
|
||||||
|
<roll>4d6</roll>
|
||||||
|
</spell>
|
||||||
|
</compendium>
|
||||||
286
FightClub5eXML/Sources/UnearthedArcana/spells-ua-ss.xml
Executable file
286
FightClub5eXML/Sources/UnearthedArcana/spells-ua-ss.xml
Executable file
@@ -0,0 +1,286 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<spell>
|
||||||
|
<name>Cause Fear (UA)</name>
|
||||||
|
<level>1</level>
|
||||||
|
<school>N</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>60 feet</range>
|
||||||
|
<components>V, S</components>
|
||||||
|
<duration>Concentration, up to 1 minute</duration>
|
||||||
|
<classes>Warlock, Wizard</classes>
|
||||||
|
<text>You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. The spell has no effect on constructs or undead.
|
||||||
|
Source: Unearthed Arcana: Starter Spells p. 2</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Ceremony (UA)</name>
|
||||||
|
<level>1</level>
|
||||||
|
<school>EV</school>
|
||||||
|
<ritual>YES</ritual>
|
||||||
|
<time>1 hour</time>
|
||||||
|
<range>Touch</range>
|
||||||
|
<components>V, S, M (25 gp worth of powdered silver)</components>
|
||||||
|
<duration>Instantaneous</duration>
|
||||||
|
<classes>Cleric, Paladin</classes>
|
||||||
|
<text>You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.
|
||||||
|
Atonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a success, you restore the target to its original alignment.
|
||||||
|
Bless Water: You touch one vial of water and cause it to become Holy Water (flask).
|
||||||
|
Coming of Age: You touch one humanoid old enough to be a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this ceremony just once.
|
||||||
|
Dedication: You touch one humanoid who would willingly convert to your religion or who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this ceremony just once.
|
||||||
|
Funeral Rite: You bless one corpse within 5 feet of you. For the next 24 hours, the target can't become undead by any means short of a wish spell.
|
||||||
|
Investiture: You touch one willing humanoid. Choose one 1st-level spell you have prepared and expend a spell slot and any material components as if you were casting that spell. The spell has no effect. Instead, the target can cast this spell once without having to expend a spell slot or use material components. If the target doesn't cast the spell within 1 hour, the invested spell is lost.
|
||||||
|
Marriage: You touch adult humanoids willing to be bonded together in marriage. For the next 24 hours, each target gains a +2 bonus to AC and saving throws while they are within 30 feet of each other. A creature can benefit from this ceremony just once.
|
||||||
|
Source: Unearthed Arcana: Starter Spells p. 2</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Chaos Bolt (UA)</name>
|
||||||
|
<level>1</level>
|
||||||
|
<school>EV</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>120 feet</range>
|
||||||
|
<components>V, S</components>
|
||||||
|
<duration>Instantaneous</duration>
|
||||||
|
<classes>Sorcerer</classes>
|
||||||
|
<text>You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 damage. Choose one of the d8s. The number it rolled determines the type of damage, as shown below.
|
||||||
|
Chaos Bolt
|
||||||
|
d8 | Damage Type
|
||||||
|
1 | Acid
|
||||||
|
2 | Cold
|
||||||
|
3 | Fire
|
||||||
|
4 | Force
|
||||||
|
5 | Lightning
|
||||||
|
6 | Poison
|
||||||
|
7 | Psychic
|
||||||
|
8 | Thunder
|
||||||
|
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by this mass of chaotic energy.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 2nd level or higher, each target takes extra damage of the type rolled. The extra damage equals 1d6 for each slot level above 1st.
|
||||||
|
Source: Unearthed Arcana: Starter Spells p. 2</text>
|
||||||
|
<roll>2d8</roll>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Guiding Hand (UA)</name>
|
||||||
|
<level>1</level>
|
||||||
|
<school>D</school>
|
||||||
|
<ritual>YES</ritual>
|
||||||
|
<time>1 minute</time>
|
||||||
|
<range>5 feet</range>
|
||||||
|
<components>V, S</components>
|
||||||
|
<duration>Concentration, up to 8 hours</duration>
|
||||||
|
<classes>Bard, Cleric, Druid, Wizard</classes>
|
||||||
|
<text>You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence.
|
||||||
|
When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you.
|
||||||
|
If you don't move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.
|
||||||
|
Source: Unearthed Arcana: Starter Spells p. 3</text>
|
||||||
|
<roll>1d4</roll>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Hand of Radiance (UA)</name>
|
||||||
|
<level>0</level>
|
||||||
|
<school>EV</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>Self (5-foot radius)</range>
|
||||||
|
<components>V, S</components>
|
||||||
|
<duration>Instantaneous</duration>
|
||||||
|
<classes>Cleric</classes>
|
||||||
|
<text>You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage.
|
||||||
|
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
|
||||||
|
Source: Unearthed Arcana: Starter Spells p. 3</text>
|
||||||
|
<roll>1d6</roll>
|
||||||
|
<roll>2d6</roll>
|
||||||
|
<roll>3d6</roll>
|
||||||
|
<roll>4d6</roll>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Healing Elixir (UA)</name>
|
||||||
|
<level>1</level>
|
||||||
|
<school>C</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 minute</time>
|
||||||
|
<range>Self</range>
|
||||||
|
<components>V, S, M (alchemist's supplies)</components>
|
||||||
|
<duration>24 hours</duration>
|
||||||
|
<classes>Warlock, Wizard</classes>
|
||||||
|
<text>You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it's consumed, at which point the vial vanishes.
|
||||||
|
As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.
|
||||||
|
Source: Unearthed Arcana: Starter Spells p. 3</text>
|
||||||
|
<roll>2d4+2</roll>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Infestation (UA)</name>
|
||||||
|
<level>0</level>
|
||||||
|
<school>C</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>30 feet</range>
|
||||||
|
<components>V, S, M (a living flea)</components>
|
||||||
|
<duration>Instantaneous</duration>
|
||||||
|
<classes>Druid, Sorcerer, Warlock, Wizard</classes>
|
||||||
|
<text>You cause mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw or take 1d6 piercing damage. If the target takes any of that damage, the target moves 5 feet in a random direction. Roll a d8 for the direction: 1, north; 2, northeast; 3, east; 4, southeast; 5, south; 6, southwest; 7, west; or 8, northwest.
|
||||||
|
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
|
||||||
|
Source: Unearthed Arcana: Starter Spells p. 3</text>
|
||||||
|
<roll>1d6</roll>
|
||||||
|
<roll>2d6</roll>
|
||||||
|
<roll>3d6</roll>
|
||||||
|
<roll>4d6</roll>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Primal Savagery (UA)</name>
|
||||||
|
<level>0</level>
|
||||||
|
<school>T</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>Self</range>
|
||||||
|
<components>S</components>
|
||||||
|
<duration>Instantaneous</duration>
|
||||||
|
<classes>Druid</classes>
|
||||||
|
<text>Your teeth or fingernails lengthen and sharpen. You choose which. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 piercing or slashing damage (your choice). After you make the attack, your teeth or fingernails return to normal.
|
||||||
|
The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
|
||||||
|
Source: Unearthed Arcana: Starter Spells p. 3</text>
|
||||||
|
<roll>1d10</roll>
|
||||||
|
<roll>2d10</roll>
|
||||||
|
<roll>3d10</roll>
|
||||||
|
<roll>4d10</roll>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Puppet (UA)</name>
|
||||||
|
<level>1</level>
|
||||||
|
<school>EN</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>120 feet</range>
|
||||||
|
<components>S</components>
|
||||||
|
<duration>Instantaneous</duration>
|
||||||
|
<classes>Bard, Warlock, Wizard</classes>
|
||||||
|
<text>Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.
|
||||||
|
Source: Unearthed Arcana: Starter Spells p. 3</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Sense Emotion (UA)</name>
|
||||||
|
<level>1</level>
|
||||||
|
<school>D</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>Self</range>
|
||||||
|
<components>V, S</components>
|
||||||
|
<duration>Concentration, up to 10 minutes</duration>
|
||||||
|
<classes>Warlock, Wizard</classes>
|
||||||
|
<text>You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target's prevailing emotion, whether it's love, anger, pain, fear, calm, or something else. If the target isn't actually humanoid or it is immune to being charmed, you sense that it is calm.
|
||||||
|
Source: Unearthed Arcana: Starter Spells p. 4</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Snare (UA)</name>
|
||||||
|
<level>1</level>
|
||||||
|
<school>A</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 minute</time>
|
||||||
|
<range>Touch</range>
|
||||||
|
<components>V, S, M (30 feet of cord or rope, which is consumed by the spell)</components>
|
||||||
|
<duration>Until dispelled or triggered</duration>
|
||||||
|
<classes>Druid, Ranger, Wizard</classes>
|
||||||
|
<text>While you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. When you finish casting, the cord or rope disappears to become a magical trap.
|
||||||
|
The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. The trap triggers when a Small creature or larger moves into the area protected by the spell.
|
||||||
|
The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained.
|
||||||
|
The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect also ends.
|
||||||
|
Source: Unearthed Arcana: Starter Spells p. 4</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Sudden Awakening (UA)</name>
|
||||||
|
<level>1</level>
|
||||||
|
<school>EN</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 bonus action</time>
|
||||||
|
<range>10 feet</range>
|
||||||
|
<components>V</components>
|
||||||
|
<duration>Instantaneous</duration>
|
||||||
|
<classes>Bard, Ranger, Sorcerer, Wizard</classes>
|
||||||
|
<text>Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement.
|
||||||
|
Source: Unearthed Arcana: Starter Spells p. 4</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Toll the Dead (UA)</name>
|
||||||
|
<level>0</level>
|
||||||
|
<school>N</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>60 feet</range>
|
||||||
|
<components>V, S</components>
|
||||||
|
<duration>Instantaneous</duration>
|
||||||
|
<classes>Cleric, Warlock</classes>
|
||||||
|
<text>You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
|
||||||
|
The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
|
||||||
|
Source: Unearthed Arcana: Starter Spells p. 4</text>
|
||||||
|
<roll>1d8</roll>
|
||||||
|
<roll>1d12</roll>
|
||||||
|
<roll>2d8</roll>
|
||||||
|
<roll>2d12</roll>
|
||||||
|
<roll>3d8</roll>
|
||||||
|
<roll>3d12</roll>
|
||||||
|
<roll>4d8</roll>
|
||||||
|
<roll>4d12</roll>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Unearthly Chorus (UA)</name>
|
||||||
|
<level>1</level>
|
||||||
|
<school>I</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>Self (30-foot radius)</range>
|
||||||
|
<components>V</components>
|
||||||
|
<duration>Concentration, up to 10 minutes</duration>
|
||||||
|
<classes>Bard</classes>
|
||||||
|
<text>Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration.
|
||||||
|
Until the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage.
|
||||||
|
Source: Unearthed Arcana: Starter Spells p. 4</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Virtue (UA)</name>
|
||||||
|
<level>0</level>
|
||||||
|
<school>A</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>Touch</range>
|
||||||
|
<components>V, S</components>
|
||||||
|
<duration>1 round</duration>
|
||||||
|
<classes>Cleric</classes>
|
||||||
|
<text>You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends.
|
||||||
|
Source: Unearthed Arcana: Starter Spells p. 5</text>
|
||||||
|
<roll>1d4+SPELL</roll>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Wild Cunning (UA)</name>
|
||||||
|
<level>1</level>
|
||||||
|
<school>T</school>
|
||||||
|
<ritual>YES</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>120 feet</range>
|
||||||
|
<components>V, S</components>
|
||||||
|
<duration>Instantaneous</duration>
|
||||||
|
<classes>Druid, Ranger</classes>
|
||||||
|
<text>You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects:
|
||||||
|
• If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again.
|
||||||
|
• If there is edible forage within range, you know it and where to find it.
|
||||||
|
• If there is clean drinking water within range, you know it and where to find it.
|
||||||
|
• If there is suitable shelter for you and your companions with range, you know it and where to find.
|
||||||
|
• Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption.
|
||||||
|
• Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.
|
||||||
|
Source: Unearthed Arcana: Starter Spells p. 5</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Zephyr Strike (UA)</name>
|
||||||
|
<level>1</level>
|
||||||
|
<school>T</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 bonus action</time>
|
||||||
|
<range>Self</range>
|
||||||
|
<components>V</components>
|
||||||
|
<duration>Concentration, up to 1 minute</duration>
|
||||||
|
<classes>Ranger</classes>
|
||||||
|
<text>You move like the wind. For the duration, your movement doesn't provoke opportunity attacks.
|
||||||
|
In addition, the first time you make a weapon attack on your turn before the spell ends, you make the attack roll with advantage, and your speed increases by 30 feet until the end of that turn.
|
||||||
|
Source: Unearthed Arcana: Starter Spells p. 5</text>
|
||||||
|
</spell>
|
||||||
|
</compendium>
|
||||||
83
FightClub5eXML/Sources/UnearthedArcana/spells-ua-tobm.xml
Executable file
83
FightClub5eXML/Sources/UnearthedArcana/spells-ua-tobm.xml
Executable file
@@ -0,0 +1,83 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<spell>
|
||||||
|
<name>Conjure Barlgura (UA)</name>
|
||||||
|
<level>4</level>
|
||||||
|
<school>C</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>60 feet</range>
|
||||||
|
<components>V, S</components>
|
||||||
|
<duration>10 minutes</duration>
|
||||||
|
<classes>Wizard, Sorcerer</classes>
|
||||||
|
<text>You summon a barlgura that appears in an unoccupied space you can see within range. The barlgura disappears when it drops to 0 hit points or when the spell ends.
|
||||||
|
The barlgura is hostile to all non-demons. Roll initiative for the barlgura, which has its own turns. At the start of its turn, it moves toward and attacks the nearest non-demon it can perceive. If two or more creatures are equally near, it picks one at random. If it cannot see any potential enemies, the barlgura moves in a random direction in search of foes.
|
||||||
|
As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned barlgura cannot cross the circle or target anyone in it while the spell lasts.
|
||||||
|
Source: Unearthed Arcana: That Old Black Magic p. 2</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Conjure Hezrou (UA)</name>
|
||||||
|
<level>7</level>
|
||||||
|
<school>C</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>60 feet</range>
|
||||||
|
<components>V, S, M (food worth at least 100 gp, which the spell consumes)</components>
|
||||||
|
<duration>Concentration, up to 1 hour</duration>
|
||||||
|
<classes>Wizard, Sorcerer</classes>
|
||||||
|
<text>You summon a hezrou that appears in an unoccupied space you can see within range. The hezrou disappears when it drops to 0 hit points or when the spell ends.
|
||||||
|
The hezrou's attitude depends on the value of the food used as a material component for this spell. Roll initiative for the hezrou, which has its own turns. At the start of the hezrou's turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the food's value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the hezrou and have it obey you as long as you succeed on the Charisma check.
|
||||||
|
If the check fails, the spell no longer requires concentration and the demon is no longer under your control. The hezrou then focuses on devouring any corpses it can see. If there are no such meals at hand, it attacks the nearest creatures and eats anything it kills. If its hit points are reduced to below half its hit point maximum, it returns to the Abyss.
|
||||||
|
As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned hezrou cannot cross the circle or target anyone in it while the spell lasts.
|
||||||
|
Source: Unearthed Arcana: That Old Black Magic p. 2</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Conjure Lesser Demon (UA)</name>
|
||||||
|
<level>3</level>
|
||||||
|
<school>C</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>60 feet</range>
|
||||||
|
<components>V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours)</components>
|
||||||
|
<duration>Concentration, up to 1 hour</duration>
|
||||||
|
<classes>Wizard, Sorcerer</classes>
|
||||||
|
<text>You summon up to a total of eight manes or dretch that appear in unoccupied spaces you can see within range. A manes or dretch disappears when it drops to 0 hit points or when the spell ends.
|
||||||
|
The demons are hostile to all creatures. Roll initiative for the summoned demons as a group, which has its own turns. The demons attack the nearest non-demons to the best of their ability.
|
||||||
|
As part of casting the spell, you can scribe a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. The summoned demons cannot cross the circle or target anyone in it while the spell lasts. Using the material component in this manner consumes it.
|
||||||
|
At Higher Levels:
|
||||||
|
When you cast this spell using a spell slot of 6th or 7th level, you summon sixteen demons. If you cast it using a spell slot of 8th or 9th level, you summon thirty-two demons.
|
||||||
|
Source: Unearthed Arcana: That Old Black Magic p. 2</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Conjure Shadow Demon (UA)</name>
|
||||||
|
<level>4</level>
|
||||||
|
<school>C</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>60 feet</range>
|
||||||
|
<components>V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours)</components>
|
||||||
|
<duration>Concentration, up to 1 hour</duration>
|
||||||
|
<classes>Wizard, Sorcerer</classes>
|
||||||
|
<text>You summon a shadow demon that appears in an unoccupied space you can see within range. The shadow demon disappears when it drops to 0 hit points or when the spell ends.
|
||||||
|
Roll initiative for the shadow demon, which has its own turns. You can issue orders to the shadow demon, and it obeys you as long as it can attack a creature on each of its turns and does not start its turn in an area of bright light. If either of these conditions is not met, the shadow demon immediately makes a Charisma check contested by your Charisma check. If you fail the check, the spell no longer requires concentration and the demon is no longer under your control. The demon automatically succeeds on the check if it is more than 100 feet away from you.
|
||||||
|
As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned shadow demon cannot cross the circle or target anyone in it while the spell lasts.
|
||||||
|
Source: Unearthed Arcana: That Old Black Magic p. 3</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Conjure Vrock (UA)</name>
|
||||||
|
<level>5</level>
|
||||||
|
<school>C</school>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time>1 action</time>
|
||||||
|
<range>60 feet</range>
|
||||||
|
<components>V, S, M (a gem worth at least 100 gp, which the spell consumes)</components>
|
||||||
|
<duration>Concentration, up to 1 hour</duration>
|
||||||
|
<classes>Wizard, Sorcerer</classes>
|
||||||
|
<text>You summon a vrock that appears in an unoccupied space you can see within range. The vrock disappears when it drops to 0 hit points or when the spell ends.
|
||||||
|
The vrock's attitude depends on the value of the gem used as a material component for this spell. Roll initiative for the vrock, which has its own turns. At the start of the vrock's turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the gem's value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the vrock and have it obey you as long as you succeed on the Charisma check.
|
||||||
|
If the check fails, the spell no longer requires concentration and the vrock is no longer under your control. The vrock takes no actions on its next turn and uses its telepathy to tell any creature it can see that it will fight in exchange for treasure. The creature that gives the vrock the most expensive gem can command it for the next 1d6 rounds. At the end of that time, it offers the bargain again. If no one offers the vrock treasure before its next turn begins, it attacks the nearest creatures for 1d6 rounds before returning to the Abyss.
|
||||||
|
As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned vrock cannot cross the circle or target anyone in it while the spell lasts.
|
||||||
|
Source: Unearthed Arcana: That Old Black Magic p. 3</text>
|
||||||
|
<roll>1d6</roll>
|
||||||
|
</spell>
|
||||||
|
</compendium>
|
||||||
8345
FightClub5eXML/Sources/VolosGuideToMonsters/bestiary-vgm.xml
Executable file
8345
FightClub5eXML/Sources/VolosGuideToMonsters/bestiary-vgm.xml
Executable file
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Load Diff
4964
FightClub5eXML/Sources/WaterdeepDragonHeist/bestiary-wdh.xml
Executable file
4964
FightClub5eXML/Sources/WaterdeepDragonHeist/bestiary-wdh.xml
Executable file
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5557
FightClub5eXML/Sources/WaterdeepDungeonOfTheMadMage/bestiary-wdmm.xml
Executable file
5557
FightClub5eXML/Sources/WaterdeepDungeonOfTheMadMage/bestiary-wdmm.xml
Executable file
File diff suppressed because it is too large
Load Diff
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user