diff --git a/FightClub5eXML/Sources/AcquisitionsIncorporated.xml b/FightClub5eXML/Sources/AcquisitionsIncorporated.xml
index 1a16f87..9595672 100644
--- a/FightClub5eXML/Sources/AcquisitionsIncorporated.xml
+++ b/FightClub5eXML/Sources/AcquisitionsIncorporated.xml
@@ -11,7 +11,6 @@
V8 hoursBard, Sorcerer, Wizard, Warlock
- Acquisitions Incorporated p. 75Do 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:
@@ -29,7 +28,6 @@
VConcentration, up to 1 hourBard, Cleric, Wizard
- Acquisitions Incorporated p. 75When 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.
@@ -48,7 +46,6 @@
V, S, RInstantaneousBard, Wizard
- Acquisitions Incorporated p. 76When 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.
@@ -65,7 +62,6 @@
V, S, M (a gem worth at least 50 gp)Concentration, up to 1 minuteCleric, Wizard, Warlock
- Acquisitions Incorporated p. 76When 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
@@ -81,7 +77,6 @@
S, M (a coin), R1 minuteWizard
- Acquisitions Incorporated p. 76Of 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
@@ -96,7 +91,6 @@
V, S, RInstantaneousWizard
- Acquisitions Incorporated p. 76Jim'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.
@@ -116,7 +110,6 @@
V1 hourBard, Cleric
- Acquisitions Incorporated p. 77I 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:
@@ -132,7 +125,7 @@
aberrationChaotic Evil14 (natural armor)
- 52 (7d10 + 14)
+ 52 (7d10+14)walk 40 ft., climb 40 ft.1813
@@ -150,7 +143,6 @@
blindsight 120 ft. (blind beyond this radius)
- Acquisitions Incorporated p. 209Magic ResistanceThe chaos quadrapod has advantage on saving throws against spells and other magical effects.
@@ -178,7 +170,7 @@
constructNeutral16 (natural armor)
- 22 (4d8 + 4)
+ 22 (4d8+4)walk 30 ft., fly 60 ft.1410
@@ -196,7 +188,6 @@
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisonedblindsight 60 ft., darkvision 60 ft.
- Acquisitions Incorporated p. 209False AppearanceWhile the clockwork dragon remains motionless, it is indistinguishable from a metal statue.
@@ -221,7 +212,7 @@
constructUnaligned14 (natural armor)
- 39 (6d8 + 12)
+ 39 (6d8+12)walk 30 ft.1616
@@ -239,7 +230,6 @@
charmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.
- Acquisitions Incorporated p. 212Customizable StorageA keg robot can hold up to three types of liquid payload totaling 12 gallons within its hollow, barrel-shaped body. A full keg robot can make one liquid attack per gallon before the liquid must be refilled. Filling a keg robot takes 2 rounds per gallon. Differing payloads can alter the keg robot's attacks from those presented here.
@@ -277,7 +267,7 @@
humanoid (goblinoid)Neutral Evil15 (natural armor)
- 27 (6d6 + 6)
+ 27 (6d6+6)walk 30 ft.1014
@@ -295,7 +285,6 @@
darkvision 60 ft.
- Acquisitions Incorporated p. 213Defensive AdvantageAs long as two or more of Splugoth's allies are within 5 feet of him and are not incapacitated, attack rolls against him are made with disadvantage.
@@ -337,7 +326,7 @@
monstrosityUnaligned18 (natural armor)
- 187 (15d12 + 90)
+ 187 (15d12+90)walk 20 ft., fly 80 ft.2316
@@ -355,7 +344,6 @@
blindsight 60 ft., darkvision 120 ft.
- Acquisitions Incorporated p. 211Magic ResistanceThe ancient deep crow has advantage on saving throws against spells and other magical effects.
@@ -414,7 +402,7 @@
monstrosityUnaligned17 (natural armor)
- 133 (14d10 + 56)
+ 133 (14d10+56)walk 20 ft., fly 80 ft.2016
@@ -432,7 +420,6 @@
blindsight 30 ft., darkvision 120 ft.
- Acquisitions Incorporated p. 210Magic ResistanceThe deep crow has advantage on saving throws against spells and other magical effects.
@@ -476,7 +463,7 @@
humanoid (dragonborn)Chaotic Good18 (plate armor)
- 45 (7d8 + 14)
+ 45 (7d8+14)walk 30 ft.178
@@ -494,7 +481,6 @@
- Acquisitions Incorporated p. 201Champion Challenge (Recharges after a Short or Long Rest)As a bonus action, Donaar causes each creature of his choice that he can see within 30 feet of him to make a DC 13 Wisdom saving throw. On a failure, a creature can't willingly move more than 30 feet away from Donaar. This effect ends on the creature if Donaar is incapacitated or dies, or if the creature is moved more than 30 feet away from him.
@@ -539,7 +525,7 @@
humanoid (elf)Neutral12
- 33 (6d8 + 6)
+ 33 (6d8+6)walk 30 ft.1215
@@ -557,7 +543,6 @@
- Acquisitions Incorporated p. 205Fey AncestryBrahma has advantage on saving throws against being charmed, and magic can't put her to sleep.
@@ -595,7 +580,7 @@
humanoid (elf)Chaotic Neutral14 (studded leather armor)
- 44 (8d8 + 8)
+ 44 (8d8+8)walk 30 ft.814
@@ -613,7 +598,6 @@
darkvision 120 ft.
- Acquisitions Incorporated p. 202Special EquipmentK'thriss wears a robe of stars (accounted for in his statistics). The robe allows him to cast the following spells: 6/day: magic missile (7 missiles)
@@ -661,7 +645,7 @@
humanoid (elf)Chaotic Neutral16 (studded leather armor)
- 66 (12d8 + 12)
+ 66 (12d8+12)walk 30 ft.1218
@@ -679,7 +663,6 @@
darkvision 60 ft.
- Acquisitions Incorporated p. 199Fey AncestryMôrgæn has advantage on saving throws against being charmed, and magic can't put her to sleep.
@@ -724,7 +707,7 @@
humanoid (elf)Neutral Good Neutral Evil15 (studded leather armor)
- 32 (5d8 + 10)
+ 32 (5d8+10)walk 30 ft.1316
@@ -742,7 +725,6 @@
- Acquisitions Incorporated p. 205Fey AncestryOak has advantage on saving throws against being charmed, and magic can't put him to sleep.
@@ -780,7 +762,7 @@
humanoid (elf)Lawful Neutral14 (leather armor)
- 52 (8d8 + 16)
+ 52 (8d8+16)walk 35 ft.816
@@ -798,7 +780,6 @@
darkvision 60 ft.
- Acquisitions Incorporated p. 204Fey AncestryWalnut has advantage on saving throws against being charmed, and magic can't put her to sleep.
@@ -851,7 +832,7 @@
humanoid (half-elf)Neutral Good15 (chain shirt)
- 52 (8d8 + 16)
+ 52 (8d8+16)walk 30 ft.1614
@@ -869,7 +850,6 @@
- Acquisitions Incorporated p. 208MultiattackAuspicia makes two attacks.
@@ -902,7 +882,7 @@
humanoid (half-elf)Lawful Neutral18 (plate armor)
- 65 (10d8 + 20)
+ 65 (10d8+20)walk 30 ft.168
@@ -920,7 +900,6 @@
darkvision 60 ft.
- Acquisitions Incorporated p. 196Divine StrikeOnce on each of his turns when he hits a creature with a weapon attack, Omin can cause the attack to deal an extra 4 (1d8) damage of the same type dealt by the weapon.
@@ -966,7 +945,7 @@
humanoid (halfling)Chaotic Good15 (Unarmored Defense)
- 45 (10d6 + 10)
+ 45 (10d6+10)walk 40 ft.816
@@ -984,7 +963,6 @@
- Acquisitions Incorporated p. 203BraveRosie has advantage on saving throws against being frightened.
@@ -1056,7 +1034,6 @@
- Acquisitions Incorporated p. 200DaggerMelee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.
@@ -1105,7 +1082,6 @@
- Acquisitions Incorporated p. 197Special EquipmentJim carries a wand of wonder. Benign Transportation (Recharges after Jim Casts a Conjuration Spell of 1st Level or Higher). As a bonus action, Jim teleports up to 30 feet to a space he can see. The space must be unoccupied or occupied by a willing Small or Medium creature. If the latter, Jim and the willing creature both teleport, swapping places.
@@ -1144,7 +1120,7 @@
humanoid (human)Neutral Evil12, 15 (with mage armor)
- 27 (5d8 + 5)
+ 27 (5d8+5)walk 30 ft.1014
@@ -1162,7 +1138,6 @@
- Acquisitions Incorporated p. 206Echo Spell (1/day)Pendragon can cast the spell he cast on his last turn, whose casting time becomes 1 bonus action. This bonus casting uses a spell slot as normal.
@@ -1192,7 +1167,7 @@
humanoid (human)Lawful Neutral18 (chain mail)
- 27 (5d8 + 5)
+ 27 (5d8+5)walk 30 ft.1510
@@ -1210,7 +1185,6 @@
- Acquisitions Incorporated p. 206Divine Display (1/day)As a bonus action, Phoenix causes his shield to flare with divine light. Each creature of his choice within 30 feet of him must succeed on a DC 13 Wisdom saving throw or be blinded for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself with a success.
@@ -1244,7 +1218,7 @@
humanoid (human)Chaotic Good18 (studded leather armor +1), 19 (studded leather armor +1)
- 65 (10d8 + 20)
+ 65 (10d8+20)walk 30 ft.1220
@@ -1262,7 +1236,6 @@
- Acquisitions Incorporated p. 198EvasionIf Viari is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's incapacitated.
@@ -1310,7 +1283,7 @@
monstrosity (shapechanger)Lawful Evil17 (chain shirt)
- 45 (6d8 + 18)
+ 45 (6d8+18)walk 30 ft.1218
@@ -1328,7 +1301,6 @@
charmeddarkvision 60 ft.
- Acquisitions Incorporated p. 208Sneak Attack (1/Turn)Portentia deals an extra 14 (4d6) damage when she 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 Portentia that isn't incapacitated and Portentia doesn't have disadvantage on the attack roll.
@@ -1358,7 +1330,7 @@
humanoid (elf)Lawful Good14 (breastplate)
- 27 (5d8 + 5)
+ 27 (5d8+5)walk 30 ft.1410
@@ -1376,7 +1348,6 @@
darkvision 60 ft.
- Acquisitions Incorporated p. 208Divine EminenceAs a bonus action, Prophetess can expend a spell slot to cause her 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 Prophetess expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
diff --git a/FightClub5eXML/Sources/DivineContention.xml b/FightClub5eXML/Sources/DivineContention.xml
index ba6e938..21386e8 100644
--- a/FightClub5eXML/Sources/DivineContention.xml
+++ b/FightClub5eXML/Sources/DivineContention.xml
@@ -25,7 +25,6 @@
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restraineddarkvision 60 ft.
- Divine ContentionEthereal SightEbondeath can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
diff --git a/FightClub5eXML/Sources/DragonOfIcespirePeak.xml b/FightClub5eXML/Sources/DragonOfIcespirePeak.xml
index a7179dd..caa490a 100644
--- a/FightClub5eXML/Sources/DragonOfIcespirePeak.xml
+++ b/FightClub5eXML/Sources/DragonOfIcespirePeak.xml
@@ -25,7 +25,6 @@
- Dragon of Icespire PeakMagical RoleChoose a role for the spellcaster: healer or mage. Your choice determines which Spellcasting trait to use below.
@@ -59,7 +58,7 @@
humanoidAny alignment14 (studded leather armor)
- 11 (2d8 + 2)
+ 11 (2d8+2)walk 30 ft.1015
@@ -77,7 +76,6 @@
- Dragon of Icespire PeakHelpfulThe expert can take the Help action as a bonus action.
@@ -110,7 +108,7 @@
humanoidAny alignment16 (chain shirt)
- 13 (2d8 + 4)
+ 13 (2d8+4)walk 30 ft.1513
@@ -128,7 +126,6 @@
- Dragon of Icespire PeakMartial RoleThe warrior has one of the following traits of your choice:
@@ -158,7 +155,7 @@
humanoid (half-orc, shapechanger)Neutral Evil13 (hide armor)
- 58 (9d8 + 18)
+ 58 (9d8+18)walk 30 ft.1613
@@ -176,7 +173,6 @@
darkvision 60 ft.
- Dragon of Icespire Peak, Divine Contention, Sleeping Dragon's WakeShapechangerThe 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.
@@ -208,7 +204,7 @@
humanoid (human)Neutral10
- 44 (8d8 + 8)
+ 44 (8d8+8)walk 30 ft.1110
@@ -226,7 +222,6 @@
- Dragon of Icespire PeakBraveDon-Jon has advantage on saving throws against being frightened.
@@ -259,7 +254,7 @@
humanoid (human)Neutral Good14 (studded leather armor)
- 112 (15d8 + 45)
+ 112 (15d8+45)walk 30 ft.1415
@@ -277,7 +272,6 @@
- Dragon of Icespire PeakArcherA longbow or shortbow deals one extra die of its damage when Falcon hits with it (included in his longbow attack).
@@ -310,7 +304,7 @@
monstrosityChaotic Evil15 (natural armor)
- 73 (7d12 + 28)
+ 73 (7d12+28)walk 50 ft.2011
@@ -328,7 +322,6 @@
darkvision 60 ft.
- Dragon of Icespire PeakRelentless (Recharges after a Short or Long Rest)If Gorthok takes 27 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
@@ -379,7 +372,6 @@
darkvision 60 ft.
- Dragon of Icespire PeakGnome CunningThe gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
diff --git a/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml b/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml
index 2aedc39..7586f6d 100644
--- a/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml
+++ b/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml
@@ -7,7 +7,7 @@
aberrationChaotic Evil19 (natural armor)
- 304 (32d8 + 160)
+ 304 (32d8+160)walk 40 ft., fly 40 ft.2421
@@ -25,7 +25,6 @@
blinded, charmed, exhaustion, frightened, poisoned, pronetruesight 120 ft.
- Eberron: Rising from the Last War p. 286Alien MindIf a creature tries to read Belashyrra's thoughts or deals psychic damage to it, that creature must succeed on a DC 22 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
@@ -128,7 +127,7 @@
humanoid (any race)Any Non-Good Alignment20 (bonecraft armour)
- 84 (13d8 + 26)
+ 84 (13d8+26)walk 30 ft.1813
@@ -146,7 +145,6 @@
- Eberron: Rising from the Last War p. 316Commander of BonesAs a bonus action, the knight can target one skeleton or zombie it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw. On a failed save, the target must obey the knight's commands until the knight dies or until the knight releases it as a bonus action. The knight can command up to twelve undead at a time this way.
@@ -192,7 +190,7 @@
humanoid (changeling, shapechanger)Any alignment13 (leather armor)
- 22 (4d8 + 4)
+ 22 (4d8+4)walk 30 ft.815
@@ -210,7 +208,6 @@
- Eberron: Rising from the Last War p. 317Change AppearanceThe changeling can use its action to polymorph into a Medium humanoid it has seen, or back into its true 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 true form if it dies.
@@ -238,7 +235,7 @@
beastUnaligned13
- 19 (3d8 + 6)
+ 19 (3d8+6)walk 40 ft.1216
@@ -256,7 +253,6 @@
- Eberron: Rising from the Last War p. 289, Wayfinder's Guide to Eberron p. 81Pack TacticsThe clawfoot has advantage on an attack roll against a creature if at least one of the clawfoot's allies is within 5 feet of the creature and the ally isn't incapacitated.
@@ -309,7 +305,6 @@
- Eberron: Rising from the Last War p. 271Cunning ActionOn each of its turns, Corrin can use a bonus action to take the Dash, Disengage, or Hide action.
@@ -341,7 +336,7 @@
aberrationLawful Evil16 (Unarmored Defense)
- 33 (6d8 + 6)
+ 33 (6d8+6)walk 40 ft.1418
@@ -359,7 +354,6 @@
blindedblindsight 120 ft. (blind beyond this radius)
- Eberron: Rising from the Last War p. 290EvasionIf the dolgaunt is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the dolgaunt instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
@@ -399,7 +393,7 @@
aberrationChaotic Evil15 (natural armour)
- 13 (3d6 + 3)
+ 13 (3d6+3)walk 30 ft.1514
@@ -417,7 +411,6 @@
darkvision 60 ft.
- Eberron: Rising from the Last War p. 291Dual ConsciousnessThe dolgrim has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
@@ -452,7 +445,7 @@
feyNeutral Evil17 (natural armor)
- 82 (15d8 + 15)
+ 82 (15d8+15)walk 30 ft.1114
@@ -470,7 +463,6 @@
blinded, charmed, frightenedblindsight 60 ft.
- Eberron: Rising from the Last War p. 292Magic ResistanceThe hag has advantage on saving throws against spells and other magical effects.
@@ -511,7 +503,7 @@
aberrationChaotic Evil21 (natural armor)
- 325 (31d8 + 186)
+ 325 (31d8+186)walk 40 ft., fly 40 ft.2621
@@ -529,7 +521,6 @@
blinded, charmed, exhaustion, frightened, poisoned, pronetruesight 120 ft.
- Eberron: Rising from the Last War p. 288Alien MindIf a creature tries to read Dyrrn's thoughts or deals psychic damage to it, that creature must succeed on a DC 23 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
@@ -618,7 +609,7 @@
constructNeutral13
- 7 (2d4 + 2)
+ 7 (2d4+2)walk 25 ft., fly 60 ft.616
@@ -636,7 +627,6 @@
exhaustion, poisoneddarkvision 60 ft.
- Eberron: Rising from the Last War p. 293FlybyThe messenger doesn't provoke opportunity attacks when it flies out of an enemy's reach.
@@ -665,7 +655,7 @@
constructNeutral17 (natural armor)
- 30 (4d8 + 12)
+ 30 (4d8+12)walk 40 ft.1614
@@ -683,7 +673,6 @@
exhaustion, poisoneddarkvision 60 ft.
- Eberron: Rising from the Last War p. 293Keen SensesThe defender has advantage on Wisdom (Perception) checks.
@@ -729,7 +718,6 @@
- Eberron: Rising from the Last War p. 289Quickness (Recharge 5-6)The fastieth can take the Dodge action as a bonus action.
@@ -751,7 +739,7 @@
giantAny Chaotic Alignment12 (hide armor)
- 30 (4d10 + 8)
+ 30 (4d10+8)walk 30 ft.1710
@@ -769,7 +757,6 @@
darkvision 60 ft.
- Eberron: Rising from the Last War p. 272BattleaxeMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands.
@@ -789,7 +776,7 @@
humanoid (any race)Any alignment16 (chain shirt)
- 11 (2d8 + 2)
+ 11 (2d8+2)walk 30 ft.1312
@@ -807,7 +794,6 @@
- Waterdeep: Dragon Heist p. 197SpearMelee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
@@ -822,7 +808,7 @@
aberrationLawful Evil17 (natural armor)
- 99 (18d8 + 18)
+ 99 (18d8+18)walk 40 ft.1214
@@ -840,7 +826,6 @@
charmed, frighteneddarkvision 60 ft.
- Eberron: Rising from the Last War p. 305MultiattackThe quori uses its Mind Thrust twice.
@@ -904,7 +889,6 @@
charmed, frightened
- Eberron: Rising from the Last War p. 294Dual MindThe Inspired has advantage on Wisdom saving throws.
@@ -961,7 +945,7 @@
aberrationLawful Evil18 (natural armor)
- 161 (19d8 + 76)
+ 161 (19d8+76)walk 30 ft., fly 60 ft.1221
@@ -979,7 +963,6 @@
blinded, charmed, exhaustion, frightened, grappled, paralyzed, petrified, prone, restrainedtruesight 120 ft.
- Eberron: Rising from the Last War p. 306All-Around VisionThe quori can't be surprised while it isn't incapacitated.
@@ -1039,7 +1022,7 @@
humanoid (kalashtar)Any alignment12
- 16 (3d8 + 3)
+ 16 (3d8+3)walk 30 ft.1214
@@ -1057,7 +1040,6 @@
- Eberron: Rising from the Last War p. 317Dual MindThe kalashtar has advantage on Wisdom saving throws.
@@ -1081,7 +1063,7 @@
undeadLawful Evil17 (half plate armor)
- 52 (7d8 + 21)
+ 52 (7d8+21)walk 30 ft.1614
@@ -1099,7 +1081,6 @@
charmed, frightened, poisoneddarkvision 60 ft.
- Eberron: Rising from the Last War p. 295Pack TacticsThe soldier has advantage on an attack roll against a creature if at least one of the soldier's allies is within 5 feet of the creature and the ally isn't incapacitated.
@@ -1146,7 +1127,7 @@
undeadNeutral Evil19 (natural armor)
- 199 (21d8 + 105)
+ 199 (21d8+105)walk 30 ft., fly 40 ft.1616
@@ -1164,7 +1145,6 @@
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunnedtruesight 120 ft.
- Eberron: Rising from the Last War p. 296Legendary Resistance (3/Day)If Illmarrow fails a saving throw, she can choose to succeed instead.
@@ -1249,7 +1229,7 @@
constructUnaligned15 (natural armor)
- 15 (2d8 + 6)
+ 15 (2d8+6)walk 25 ft., fly 25 ft.1012
@@ -1267,7 +1247,6 @@
blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, pronedarkvision 60 ft.
- Eberron: Rising from the Last War p. 298AmorphousThe living spell can move through a space as narrow as 1 inch wide without squeezing.
@@ -1310,7 +1289,7 @@
constructUnaligned15 (natural armor)
- 73 (7d10 + 35)
+ 73 (7d10+35)walk 25 ft., fly 25 ft.1015
@@ -1328,7 +1307,6 @@
blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, pronedarkvision 60 ft.
- Eberron: Rising from the Last War p. 299AmorphousThe living spell can move through a space as narrow as 1 inch wide without squeezing.
@@ -1375,7 +1353,7 @@
constructUnaligned15 (natural armor)
- 57 (6d10 + 24)
+ 57 (6d10+24)walk 25 ft., fly 25 ft.1015
@@ -1393,7 +1371,6 @@
blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, pronedarkvision 60 ft.
- Eberron: Rising from the Last War p. 299AmorphousThe living spell can move through a space as narrow as 1 inch wide without squeezing.
@@ -1458,7 +1435,6 @@
- Eberron: Rising from the Last War p. 318DaggerMelee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d4 + 1) piercing damage.
@@ -1494,7 +1470,7 @@
fiendLawful Evil18 (plate armor)
- 170 (20d8 + 80)
+ 170 (20d8+80)walk 40 ft.2016
@@ -1512,7 +1488,6 @@
piercing from magic weapons wielded by good creaturesdarkvision 60 ft.
- Eberron: Rising from the Last War p. 301Limited Magic ImmunityMordakhesh can't be affected or detected by spells of 6th level or lower unless he wishes to be. Mordakhesh has advantage on saving throws against all other spells and magical effects.
@@ -1564,7 +1539,7 @@
celestialLawful Evil18 (natural armor)
- 142 (15d10 + 60)
+ 142 (15d10+60)walk 40 ft.2318
@@ -1582,7 +1557,6 @@
charmed, exhaustion, frighteneddarkvision 120 ft.
- Eberron: Rising from the Last War p. 308Aura of False DivinityA creature that starts its turn within 30 feet of the radiant idol must make a DC 17 Wisdom saving throw, provided the radiant idol isn't incapacitated. On a failed save, the creature is charmed by the radiant idol. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, a creature is immune to this radiant idol's Aura of False Divinity for 24 hours.
@@ -1627,7 +1601,7 @@
fiendNeutral Evil23 (natural armor)
- 478 (33d12 + 264)
+ 478 (33d12+264)walk 40 ft., climb 40 ft., fly 80 ft.2919
@@ -1645,7 +1619,6 @@
charmed, exhaustion, frightened, paralyzed, poisoned, stunnedtruesight 120 ft.
- Eberron: Rising from the Last War p. 303Deadly CriticalRak Tulkhesh scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice.
@@ -1724,7 +1697,7 @@
humanoid (shifter)Any alignment14 (leather armor)
- 19 (3d8 + 6)
+ 19 (3d8+6)walk 30 ft.1216
@@ -1742,7 +1715,6 @@
darkvision 60 ft.
- Eberron: Rising from the Last War p. 319Shifting (Recharges after a Short or Long Rest)As a bonus action, the shifter takes on a more bestial form for 1 minute or until it dies. The shifter gains 5 temporary hit points. It can make a bite attack when it activates this trait and also as a bonus action on each of its turns while in its bestial form.
@@ -1767,7 +1739,7 @@
fiendLawful Evil22 (natural armor)
- 475 (50d10 + 200)
+ 475 (50d10+200)walk 40 ft., fly 40 ft.1821
@@ -1785,7 +1757,6 @@
charmed, exhaustion, frightened, paralyzed, petrified, poisonedtruesight 120 ft.
- Eberron: Rising from the Last War p. 304Legendary Resistance (3/Day)If Sul Khatesh fails a saving throw, she can choose to succeed instead.
@@ -1865,7 +1836,7 @@
humanoid (any race)Any Non-Good Alignment15 (studded leather armor)
- 45 (7d8 + 14)
+ 45 (7d8+14)walk 30 ft.1216
@@ -1883,7 +1854,6 @@
darkvision 60 ft.
- Eberron: Rising from the Last War p. 320Unstable MarkWhen the assassin casts an innate spell, each creature within 10 feet of the assassin must make a DC 12 Constitution saving throw, taking 4 (1d8) force damage on a failed save, or half as much damage on a successful one.
@@ -1933,7 +1903,7 @@
humanoid (warforged)Lawful Evil19 (natural armor)
- 195 (23d8 + 92)
+ 195 (23d8+92)walk 40 ft.2015
@@ -1951,7 +1921,6 @@
charmed, exhaustion, frightened
- Eberron: Rising from the Last War p. 300Adamantine PlatingAny critical hit against the Lord of Blades becomes a normal hit.
@@ -2031,7 +2000,7 @@
aberrationLawful Evil16 (natural armor)
- 68 (8d8 + 32)
+ 68 (8d8+32)walk 40 ft.1714
@@ -2049,7 +2018,6 @@
charmed, frighteneddarkvision 60 ft.
- Eberron: Rising from the Last War p. 307MultiattackThe quori makes three attacks: one pincer attack, one attack with its claws, and one stinger attack.
@@ -2096,7 +2064,7 @@
undeadNeutral Good17 (natural armor)
- 104 (16d8 + 32)
+ 104 (16d8+32)walk 30 ft.1610
@@ -2114,7 +2082,6 @@
necroticcharmed, exhaustion, frightened, paralyzed, poisoneddarkvision 120 ft.
- Eberron: Rising from the Last War p. 311Aura of RadianceThe councilor magically sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The councilor can extinguish or restore this light as a bonus action. If the bright light overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created that darkness is dispelled.
@@ -2187,7 +2154,7 @@
undeadNeutral Good17 (breastplate)
- 26 (4d8 + 8)
+ 26 (4d8+8)walk 30 ft.1612
@@ -2205,7 +2172,6 @@
necroticexhaustion, poisoneddarkvision 60 ft.
- Eberron: Rising from the Last War p. 311IlluminationThe soldier magically sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The soldier can extinguish or restore this light as a bonus action.
@@ -2263,7 +2229,6 @@
- Eberron: Rising from the Last War p. 312BondingThe hawk can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the hawk bonds with a different creature or until the bonded creature dies. While bonded, the hawk and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.
@@ -2301,7 +2266,7 @@
feyNeutral14 (natural armor)
- 19 (3d8 + 6)
+ 19 (3d8+6)walk 40 ft.1715
@@ -2319,7 +2284,6 @@
- Eberron: Rising from the Last War p. 312BondingThe hound can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the hound bonds with a different creature or until the bonded creature dies. While bonded, the hound and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.
@@ -2357,7 +2321,7 @@
feyNeutral13
- 22 (3d10 + 6)
+ 22 (3d10+6)walk 60 ft.1416
@@ -2375,7 +2339,6 @@
- Eberron: Rising from the Last War p. 313BondingThe steed can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the steed bonds with a different creature or until the bonded creature dies. While bonded, the steed and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.
@@ -2409,7 +2372,7 @@
constructUnaligned23 (natural armor)
- 410 (20d20 + 200)
+ 410 (20d20+200)walk 60 ft.3011
@@ -2427,7 +2390,6 @@
charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunnedtruesight 150 ft.
- Eberron: Rising from the Last War p. 314Immutable FormThe colossus is immune to any spell or effect that would alter its form.
@@ -2493,7 +2455,7 @@
humanoid (warforged)Any alignment16 (natural armor)
- 30 (4d8 + 12)
+ 30 (4d8+12)walk 30 ft.1612
@@ -2511,7 +2473,6 @@
- Eberron: Rising from the Last War p. 320Warforged ResilienceThe warforged has advantage on saving throws against being poisoned and is immune to disease. Magic can't put it to sleep.
@@ -2545,7 +2506,7 @@
constructLawful Neutral20 (natural armor)
- 125 (10d12 + 60)
+ 125 (10d12+60)walk 40 ft.238
@@ -2563,7 +2524,6 @@
charmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.
- Eberron: Rising from the Last War p. 315PlatformsThe warforged titan has two platforms built into its chassis. One Medium or smaller creature can ride on each platform without squeezing. To make a melee attack against a target within 5 feet of the warforged, they must use spears or weapons with reach and the target must be Large or larger.
@@ -2602,7 +2562,7 @@
fiendLawful Evil18 (scale mail)
- 59 (7d8 + 28)
+ 59 (7d8+28)walk 30 ft.1814
@@ -2620,7 +2580,6 @@
piercing from magic weapons wielded by good creaturesdarkvision 60 ft.
- Eberron: Rising from the Last War p. 309Limited Magic ImmunityThe rakshasa can't be affected or detected by spells of 1st level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
@@ -2684,7 +2643,6 @@
charmed, exhaustion, poisoneddarkvision 60 ft.
- Eberron: Rising from the Last War p. 61Might of the MasterThe following numbers increase by 1 when your proficiency bonus increases by 1: the defender's skill and saving throw bonuses (above), the bonuses to hit and damage of its rend attack, and the number of hit points restored by its Repair action (below).
@@ -2732,7 +2690,6 @@
exhaustion, poisoneddarkvision 60 ft.
- Eberron: Rising from the Last War p. 62EvasionIf the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
diff --git a/FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml b/FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml
index 1ca8dfd..8a5424b 100644
--- a/FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml
+++ b/FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml
@@ -11,7 +11,6 @@
S8 hours
- Guildmasters' Guide to Ravnica p. 47Putting 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.)
@@ -26,7 +25,7 @@
aberrationLawful Evil16 (natural armor)
- 49 (9d8 + 9)
+ 49 (9d8+9)walk 30 ft., fly 60 ft.920
@@ -44,7 +43,6 @@
radiantfrighteneddarkvision 120 ft.
- Guildmasters' Guide to Ravnica p. 203Fear FrenzyThe horror has advantage on attack rolls against frightened creatures.
@@ -98,7 +96,7 @@
aberrationLawful Evil13
- 120 (16d10 + 32)
+ 120 (16d10+32)walk 40 ft.1216
@@ -116,7 +114,6 @@
radiantfrighteneddarkvision 120 ft.
- Guildmasters' Guide to Ravnica p. 205Incorporeal MovementThe horror 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.
@@ -186,7 +183,7 @@
aberrationLawful Evil17 (natural armor)
- 228 (24d12 + 72)
+ 228 (24d12+72)walk 40 ft., climb 40 ft.2216
@@ -204,7 +201,6 @@
radiantfrighteneddarkvision 120 ft.
- Guildmasters' Guide to Ravnica p. 205Spider ClimbThe horror can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
@@ -266,7 +262,7 @@
celestialLawful Neutral18 (plate armor)
- 144 (17d8 + 68)
+ 144 (17d8+68)walk 30 ft.2015
@@ -284,7 +280,6 @@
charmed, exhaustion, frighteneddarkvision 120 ft.
- Guildmasters' Guide to Ravnica p. 192Eye of the LawAs a bonus action, the archon can target a creature it can see within 120 feet of it and determine which laws that creature has broken in the last 24 hours.
@@ -340,7 +335,7 @@
celestialLawful Good18 (plate armor)
- 66 (12d8 + 12)
+ 66 (12d8+12)walk 30 ft., fly 90 ft.1612
@@ -358,7 +353,6 @@
charmed, exhaustion, frighteneddarkvision 120 ft., truesight 120 ft.
- Guildmasters' Guide to Ravnica p. 189FlybyThe angel doesn't provoke an opportunity attack when it flies out of an enemy's reach.
@@ -392,7 +386,7 @@
celestialLawful Evil18 (natural armor)
- 175 (27d8 + 54)
+ 175 (27d8+54)walk 30 ft., fly 90 ft.1618
@@ -410,7 +404,6 @@
charmed, exhaustion, frightenedtruesight 120 ft.
- Guildmasters' Guide to Ravnica p. 192Exploitation of the DebtorsAs a bonus action, the angel targets a creature charmed by it that it can see within 30 feet of it. The angel deals 11 (2d10) necrotic damage to the target, and the angel gains temporary hit points equal to the damage dealt.
@@ -461,7 +454,7 @@
celestialLawful Neutral17 (natural armor)
- 93 (11d10 + 33)
+ 93 (11d10+33)walk 40 ft.1916
@@ -479,7 +472,6 @@
truesight 120 ft.
- Guildmasters' Guide to Ravnica p. 199BondingThe felidar can magically bond with one creature it can see, right after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the felidar bonds with a different creature or until the bonded creature dies. This bond has the following effects: The felidar and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet. The felidar can sense the direction and distance to the bonded creature if they're on the same plane of existence. As an action, the felidar or the bonded creature can sense what the other sees and hears, during which time it loses its own sight and hearing. This effect lasts until the start of its next turn.
@@ -521,7 +513,7 @@
celestialChaotic Good18 (plate armor)
- 135 (18d8 + 54)
+ 135 (18d8+54)walk 40 ft., fly 120 ft.2215
@@ -539,7 +531,6 @@
charmed, exhaustion, frightenedtruesight 120 ft.
- Guildmasters' Guide to Ravnica p. 190FlybyThe angel doesn't provoke an opportunity attack when it flies out of an enemy's reach.
@@ -581,7 +572,7 @@
celestial (angel)Lawful Good22 (natural armor)
- 287 (25d8 + 175)
+ 287 (25d8+175)walk 50 ft., fly 150 ft.2624
@@ -599,7 +590,6 @@
charmed, exhaustion, frightened, paralyzed, poisonedtruesight 120 ft.
- Guildmasters' Guide to Ravnica p. 230Legendary Resistance (3/Day)If Aurelia fails a saving throw, she can choose to succeed instead.
@@ -660,7 +650,7 @@
constructUnaligned11
- 22 (4d6 + 8)
+ 22 (4d6+8)walk 30 ft.1113
@@ -678,7 +668,6 @@
exhaustion, poisoneddarkvision 60 ft.
- Guildmasters' Guide to Ravnica p. 221ClawsMelee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage.
@@ -700,7 +689,7 @@
constructUnaligned12
- 31 (7d6 + 7)
+ 31 (7d6+7)walk 30 ft., fly 30 ft.915
@@ -718,7 +707,6 @@
exhaustion, poisoneddarkvision 60 ft.
- Guildmasters' Guide to Ravnica p. 221ClawsMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage.
@@ -745,7 +733,7 @@
dragonChaotic Neutral22 (natural armor)
- 370 (19d20 + 171)
+ 370 (19d20+171)walk 40 ft., climb 30 ft., fly 80 ft.2914
@@ -763,7 +751,6 @@
charmedblindsight 60 ft., darkvision 120 ft.
- Guildmasters' Guide to Ravnica p. 241Legendary Resistance (3/Day)If Niv-Mizzet fails a saving throw, he can choose to succeed instead.
@@ -849,7 +836,7 @@
elementalChaotic Neutral16
- 142 (19d8 + 57)
+ 142 (19d8+57)walk 0 ft., fly 120 ft.1522
@@ -867,7 +854,6 @@
exhaustion, grappled, paralyzed, petrified, poisoned, restrained, unconsciousdarkvision 60 ft.
- Guildmasters' Guide to Ravnica p. 193FlybyThe arclight phoenix doesn't provoke an opportunity attack when it flies out of an enemy's reach.
@@ -904,7 +890,7 @@
elementalChaotic Neutral13
- 45 (7d8 + 14)
+ 45 (7d8+14)walk 40 ft., swim 60 ft.1616
@@ -922,7 +908,6 @@
exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconsciousdarkvision 60 ft.
- Guildmasters' Guide to Ravnica p. 207Feed on FireIf the weird takes fire damage from a spell or other magical effect, its size increases by one category. If there isn't enough room for the weird to increase in size, it attains the maximum size possible in the space available. While the weird is Large or bigger, it makes Strength checks and saving throws with advantage. If the weird starts its turn at Gargantuan size, the weird releases energy in an explosion. Each creature within 30 feet of the weird must make a DC 12 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in the area that aren't being worn or carried. The weird's size then becomes Medium.
@@ -956,7 +941,7 @@
elementalChaotic Neutral16 (natural armor)
- 60 (8d10 + 16)
+ 60 (8d10+16)walk 0 ft., fly 60 ft.1518
@@ -974,7 +959,6 @@
exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconsciousdarkvision 60 ft.
- Guildmasters' Guide to Ravnica p. 208Amplify LightningWhenever a spell that deals lightning damage includes one or more fluxchargers in its area, the spell deals an extra 9 (2d8) lightning damage.
@@ -1006,7 +990,7 @@
elementalChaotic Neutral12 (natural armor)
- 22 (3d8 + 9)
+ 22 (3d8+9)walk 30 ft.1410
@@ -1024,7 +1008,6 @@
exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconsciousdarkvision 60 ft.
- Guildmasters' Guide to Ravnica p. 209Death BurstWhen the galvanice weird dies, it explodes in a burst of ice and lightning. Each creature within 10 feet of the exploding weird must make a DC 13 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one.
@@ -1046,7 +1029,7 @@
feyLawful Good16 (natural armor)
- 143 (22d8 + 44)
+ 143 (22d8+44)walk 30 ft.1219
@@ -1064,7 +1047,6 @@
darkvision 60 ft.
- Guildmasters' Guide to Ravnica p. 194Magic ResistanceThe dryad has advantage on saving throws against spells and other magical effects.
@@ -1114,7 +1096,7 @@
feyNeutral Good17 (natural armor)
- 252 (24d10 + 120)
+ 252 (24d10+120)walk 30 ft.1914
@@ -1132,7 +1114,6 @@
charmed, grappleddarkvision 120 ft.
- Guildmasters' Guide to Ravnica p. 252Legendary Resistance (3/Day)If Trostani fails a saving throw, she can choose to succeed instead.
@@ -1231,7 +1212,6 @@
poisoneddarkvision 120 ft.
- Guildmasters' Guide to Ravnica p. 195Last LaughWhen the cackler dies, it releases a dying laugh that scars the minds of other nearby creatures. Each creature within 10 feet of the cackler must succeed on a DC 11 Wisdom saving throw or take 2 (1d4) psychic damage.
@@ -1271,7 +1251,7 @@
fiend (demon)Chaotic Evil18 (plate armor)
- 127 (15d10 + 45)
+ 127 (15d10+45)walk 30 ft.1817
@@ -1289,7 +1269,6 @@
poisonedtruesight 120 ft.
- Guildmasters' Guide to Ravnica p. 196Aura of Blood LustWhen any other creature starts its turn within 30 feet of the master, that creature must succeed on a DC 17 Wisdom saving throw, or it must immediately take the Attack action, making one melee attack against a random creature within reach. If no creatures are within reach, it makes a ranged attack against a random creature within range, throwing its weapon if necessary.
@@ -1337,7 +1316,7 @@
fiend (demon)Chaotic Evil20 (natural armor)
- 300 (24d12 + 144)
+ 300 (24d12+144)walk 40 ft., fly 80 ft.2615
@@ -1355,7 +1334,6 @@
charmed, exhaustion, frightened, poisonedtruesight 120 ft.
- Guildmasters' Guide to Ravnica p. 247Captivating PresenceAny creature that starts its turn within 30 feet of Rakdos must make a DC 25 Wisdom saving throw. On a failed save, the creature becomes charmed by Rakdos for 1 minute or until the creature is farther than 30 feet away from him. On a successful save, the creature becomes immune to Rakdos's Captivating Presence for 24 hours.
@@ -1422,7 +1400,7 @@
fiend (demon)Chaotic Evil17 (natural armor)
- 157 (15d12 + 60)
+ 157 (15d12+60)walk 40 ft.236
@@ -1440,7 +1418,6 @@
poisonedtruesight 120 ft.
- Guildmasters' Guide to Ravnica p. 197Aura of Mind ErosionAny creature that starts its turn within 30 feet of the sire must make a DC 18 Wisdom saving throw. On a successful save, the creature is immune to this aura for the next 24 hours. On a failed save, the creature has disadvantage for 1 minute on Wisdom and Charisma checks and on Wisdom and Charisma saves. At the start of each of its turns, the sire can suppress this aura until the start of its next turn.
@@ -1485,7 +1462,7 @@
giantChaotic Evil14 (natural armor)
- 103 (9d12 + 45)
+ 103 (9d12+45)walk 40 ft.239
@@ -1503,7 +1480,6 @@
- Guildmasters' Guide to Ravnica p. 200ChainMelee Weapon Attack: +9 to hit, reach 20 ft., one target. 16 (3d6 + 6) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until the grapple ends, the target is restrained, and the giant can't use this attack on anyone else.
@@ -1530,7 +1506,7 @@
giantChaotic Neutral14 (natural armor)
- 270 (20d12 + 140)
+ 270 (20d12+140)walk 40 ft.2411
@@ -1548,7 +1524,6 @@
charmed, frightenedtremorsense 60 ft.
- Guildmasters' Guide to Ravnica p. 238Legendary Resistance (3/Day)If Borborygmos fails a saving throw, he can choose to succeed instead.
@@ -1611,7 +1586,7 @@
giantLawful Neutral19 (half plate armor)
- 137 (11d12 + 66)
+ 137 (11d12+66)walk 40 ft.2417
@@ -1629,7 +1604,6 @@
- Guildmasters' Guide to Ravnica p. 201VigilantThe giant can't be surprised.
@@ -1660,7 +1634,7 @@
giantUnaligned14 (half plate armor)
- 115 (10d10 + 60)
+ 115 (10d10+60)walk 30 ft.249
@@ -1678,7 +1652,6 @@
charmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.
- Guildmasters' Guide to Ravnica p. 216Magic ResistanceThe cyclops has advantage on saving throws against spells and other magical effects.
@@ -1707,7 +1680,7 @@
giantLawful Evil18 (plate armor)
- 84 (8d10 + 40)
+ 84 (8d10+40)walk 40 ft.2313
@@ -1725,7 +1698,6 @@
darkvision 60 ft.
- Guildmasters' Guide to Ravnica p. 202FocusAs a bonus action, the giant can target a creature it can see within 30 feet of it and make that creature its focus. The target remains the giant's focus for 1 minute, or until either the target or the giant drops to 0 hit points. When the giant makes an attack roll against its focus, it adds a d4 to its attack roll. If the giant attacks a different target while it has a focus, it subtracts a d4 from its attack roll.
@@ -1756,7 +1728,7 @@
giantChaotic Neutral20 (stone armor)
- 138 (12d12 + 60)
+ 138 (12d12+60)walk 40 ft.2315
@@ -1774,7 +1746,6 @@
darkvision 60 ft.
- Guildmasters' Guide to Ravnica p. 202RecklessAt the start of its turn, the giant can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
@@ -1814,7 +1785,7 @@
humanoid (Simic hybrid)Neutral Good18 (natural armor)
- 52 (8d8 + 16)
+ 52 (8d8+16)walk 30 ft.1811
@@ -1832,7 +1803,6 @@
- Guildmasters' Guide to Ravnica p. 217AmphibiousThe hybrid can breathe air and water.
@@ -1857,7 +1827,7 @@
humanoid (Simic hybrid)Neutral Good13
- 39 (6d8 + 12)
+ 39 (6d8+12)walk 30 ft., fly 40 ft.1216
@@ -1875,7 +1845,6 @@
- Guildmasters' Guide to Ravnica p. 217MultiattackThe hybrid makes two javelin attacks. It can replace one javelin attack with Spit Acid.
@@ -1901,7 +1870,7 @@
humanoid (Simic hybrid)Neutral Good14
- 26 (4d8 + 8)
+ 26 (4d8+8)walk 40 ft.1219
@@ -1919,7 +1888,6 @@
poisoneddarkvision 30 ft.
- Guildmasters' Guide to Ravnica p. 217AssassinateDuring its first turn, the hybrid poisoner has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the hybrid scores against a surprised creature is a critical hit.
@@ -1944,7 +1912,7 @@
humanoid (Simic hybrid)Neutral Good12
- 39 (6d8 + 12)
+ 39 (6d8+12)walk 30 ft.1314
@@ -1962,7 +1930,6 @@
- Guildmasters' Guide to Ravnica p. 218Electrified BodyAny creature that touches the hybrid or hits it with a melee attack while within 5 feet of it takes 5 (1d10) lightning damage.
@@ -1996,7 +1963,7 @@
humanoid (Simic hybrid)Neutral Good13
- 22 (4d8 + 4)
+ 22 (4d8+4)walk 30 ft., climb 30 ft.1117
@@ -2014,7 +1981,6 @@
darkvision 60 ft.
- Guildmasters' Guide to Ravnica p. 218Chameleon SkinThe hybrid has advantage on Dexterity (Stealth) checks made to hide.
@@ -2043,7 +2009,7 @@
humanoid (any race)Neutral Good17 (splint armor)
- 110 (17d8 + 34)
+ 110 (17d8+34)walk 30 ft.1015
@@ -2061,7 +2027,6 @@
- Guildmasters' Guide to Ravnica p. 256Bolstering PresenceThe biomancer magically emanates life-giving energy within 30 feet of itself. Any ally of the biomancer that starts its turn there regains 5 (1d10) hit points.
@@ -2100,7 +2065,7 @@
humanoid (any race)Chaotic Evil12, 15 (with mage armor)
- 78 (12d8 + 24)
+ 78 (12d8+24)walk 30 ft.1614
@@ -2118,7 +2083,6 @@
darkvision 120 ft.
- Guildmasters' Guide to Ravnica p. 248Blood Witch DanceThe witch can use a bonus action to control the movement of one creature cursed by its hex spell that it can see within 30 feet of it. The creature must succeed on a DC 15 Charisma saving throw or use its reaction to move up to 30 feet in a direction of the witch's choice.
@@ -2160,7 +2124,7 @@
humanoid (any race)Chaotic Neutral15 (chain shirt)
- 37 (5d8 + 15)
+ 37 (5d8+15)walk 30 ft.1415
@@ -2178,7 +2142,6 @@
- Guildmasters' Guide to Ravnica p. 242Empowered Spell (3/Day)When the blastseeker rolls damage for a spell, it can reroll up to four dice of damage. It must use the new dice.
@@ -2209,7 +2172,7 @@
humanoid (any race)Chaotic Neutral13, 16 (with mage armor)
- 39 (6d8 + 12)
+ 39 (6d8+12)walk 30 ft.1316
@@ -2227,7 +2190,6 @@
- Guildmasters' Guide to Ravnica p. 242Counterflux Overcast (Recharge 5-6)The blastseeker can create an additional effect immediately after casting a spell. Roll a d6 to determine the effect: 1-3. The blastseeker creates a 15-foot-radius invisible sphere centered on itself that lasts until the end of its next turn. Creatures in the sphere have disadvantage on saving throws against spells and other magical effects. 4-6. The blastseeker creates a 15-foot-radius invisible sphere centered on itself that lasts until the end of its next turn. Creatures in the sphere have advantage on saving throws against spells and other magical effects.
@@ -2254,7 +2216,7 @@
humanoid (any race)Chaotic Neutral14 (hide armor)
- 90 (12d8 + 36)
+ 90 (12d8+36)walk 30 ft.1115
@@ -2272,7 +2234,6 @@
- Guildmasters' Guide to Ravnica p. 239Siege MonsterThe druid deals double damage to objects and structures.
@@ -2310,7 +2271,7 @@
humanoid (any race)Lawful Good18 (plate armor)
- 117 (18d8 + 36)
+ 117 (18d8+36)walk 30 ft.1610
@@ -2328,7 +2289,6 @@
- Guildmasters' Guide to Ravnica p. 231MultiattackThe firefist makes two greatsword attacks.
@@ -2364,7 +2324,7 @@
humanoid (any race)Chaotic Neutral12, 15 (with mage armor)
- 55 (10d8 + 10)
+ 55 (10d8+10)walk 30 ft.1015
@@ -2382,7 +2342,6 @@
- Guildmasters' Guide to Ravnica p. 242Fluxbending Overcast (Recharge 5-6)The blastseeker can create an additional effect immediately after casting a spell. Roll a d6 to determine the effect: 1-3. The blastseeker teleports, swapping places with a creature it can see within 30 feet of it. 4-6. The blastseeker and each creature within 10 feet of it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) thunder damage.
@@ -2409,7 +2368,7 @@
humanoid (any race)Lawful Good20 (plate armor)
- 19 (3d8 + 6)
+ 19 (3d8+6)walk 30 ft.1510
@@ -2427,7 +2386,6 @@
- Guildmasters' Guide to Ravnica p. 231SpearMelee 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.
@@ -2452,7 +2410,7 @@
humanoid (any race)Chaotic Neutral13
- 52 (8d8 + 16)
+ 52 (8d8+16)walk 30 ft.1017
@@ -2470,7 +2428,6 @@
- Guildmasters' Guide to Ravnica p. 243Galvanic Overcast (Recharge 5-6)When the blastseeker casts lightning bolt or thunderwave, it can roll a die. On an odd number, the blastseeker takes 9 (2d8) force damage. On an even number, the spell also deals 9 (2d8) lightning damage to each target that fails its saving throw.
@@ -2505,7 +2462,7 @@
humanoid (any race)Lawful Good13 (hide armor)
- 39 (6d8 + 12)
+ 39 (6d8+12)walk 30 ft.1312
@@ -2523,7 +2480,6 @@
- Guildmasters' Guide to Ravnica p. 253Speak with BeastsThe horncaller can communicate with beasts as if they shared a language.
@@ -2557,7 +2513,7 @@
humanoid (any race)Lawful Neutral15 (breastplate)
- 84 (13d8 + 26)
+ 84 (13d8+26)walk 30 ft.1312
@@ -2575,7 +2531,6 @@
- Guildmasters' Guide to Ravnica p. 228QuarterstaffMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands.
@@ -2620,7 +2575,6 @@
- Guildmasters' Guide to Ravnica p. 233Special EquipmentThe mage wears a Spies' Murmur (see chapter 5).
@@ -2666,7 +2620,6 @@
truesight 120 ft.
- Guildmasters' Guide to Ravnica p. 228QuarterstaffMelee Weapon Attack: +1 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.
@@ -2697,7 +2650,7 @@
humanoid (any race)Chaotic Evil12 (leather armor)
- 27 (5d8 + 5)
+ 27 (5d8+5)walk 30 ft.1112
@@ -2715,7 +2668,6 @@
- Guildmasters' Guide to Ravnica p. 248ClubMelee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.
@@ -2740,7 +2692,7 @@
humanoid (any race)Chaotic Evil13
- 22 (4d8 + 4)
+ 22 (4d8+4)walk 40 ft., climb 30 ft.1317
@@ -2758,7 +2710,6 @@
- Guildmasters' Guide to Ravnica p. 249NimbleThe performer can take the Disengage action as a bonus action on each of its turns.
@@ -2782,7 +2733,7 @@
humanoid (any race)Chaotic Evil13
- 22 (4d8 + 4)
+ 22 (4d8+4)walk 40 ft., climb 30 ft.1317
@@ -2800,7 +2751,6 @@
- Guildmasters' Guide to Ravnica p. 249NimbleThe performer can take the Disengage action as a bonus action on each of its turns.
@@ -2828,7 +2778,7 @@
humanoid (any race)Chaotic Evil13
- 22 (4d8 + 4)
+ 22 (4d8+4)walk 40 ft., climb 30 ft.1317
@@ -2846,7 +2796,6 @@
- Guildmasters' Guide to Ravnica p. 249NimbleThe performer can take the Disengage action as a bonus action on each of its turns.
@@ -2870,7 +2819,7 @@
humanoid (any race)Lawful Neutral18 (plate armor)
- 52 (8d8 + 16)
+ 52 (8d8+16)walk 30 ft.1612
@@ -2888,7 +2837,6 @@
- Guildmasters' Guide to Ravnica p. 231First StrikeThe reckoner has advantage on initiative rolls.
@@ -2922,7 +2870,7 @@
humanoid (any race)Chaotic Neutral14 (piecemeal armor)
- 11 (2d8 + 2)
+ 11 (2d8+2)walk 30 ft., climb 30 ft.1015
@@ -2940,7 +2888,6 @@
- Guildmasters' Guide to Ravnica p. 239AmbusherIn the first round of a combat, the stalker has advantage on attack rolls against any creature that hasn't taken a turn yet.
@@ -2976,7 +2923,7 @@
humanoid (any race)Chaotic Neutral16 (breastplate)
- 11 (2d8 + 2)
+ 11 (2d8+2)walk 30 ft.1314
@@ -2994,7 +2941,6 @@
- Guildmasters' Guide to Ravnica p. 243Explosive TankWhen the guard dies, or if it rolls a 1 when checking whether its Scorchbringer action recharges, the tank on its back explodes in a 10-foot radius sphere. Each creature in that area must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects that aren't being worn or carried, and it destroys the scorchbringer.
@@ -3018,7 +2964,7 @@
humanoid (any race)Any alignment18 (chain mail)
- 16 (3d8 + 3)
+ 16 (3d8+3)walk 30 ft.1312
@@ -3036,7 +2982,6 @@
- Guildmasters' Guide to Ravnica p. 226Formation TacticsThe soldier has advantage on saving throws against being charmed, frightened, grappled, or restrained while it is within 5 feet of at least one ally.
@@ -3078,7 +3023,6 @@
darkvision 30 ft.
- Guildmasters' Guide to Ravnica p. 233Cunning ActionOn each of its turns, the thought spy can use a bonus action to take the Dash, Disengage, or Hide action.
@@ -3114,7 +3058,7 @@
humanoid (elf)Lawful Evil14 (hide armor)
- 88 (16d8 + 16)
+ 88 (16d8+16)walk 30 ft.1115
@@ -3132,7 +3076,6 @@
darkvision 60 ft.
- Guildmasters' Guide to Ravnica p. 236Fey AncestryThe shaman has advantage on saving throws against being charmed, and magic can't put it to sleep.
@@ -3175,7 +3118,7 @@
humanoid (kraul)Lawful Evil18 (natural armor)
- 65 (10d8 + 20)
+ 65 (10d8+20)walk 30 ft., climb 30 ft., fly 40 ft.1612
@@ -3193,7 +3136,6 @@
darkvision 60 ft.
- Guildmasters' Guide to Ravnica p. 214Feed on DeathWhen a creature within 30 feet of the kraul drops to 0 hit points, the kraul or another creature of its choice within 30 feet of it gains 5 (1d10) temporary hit points, provided the kraul isn't incapacitated.
@@ -3240,7 +3182,7 @@
humanoid (kraul)Lawful Evil18 (natural armor)
- 27 (5d8 + 5)
+ 27 (5d8+5)walk 30 ft., climb 30 ft.1512
@@ -3258,7 +3200,6 @@
darkvision 60 ft.
- Guildmasters' Guide to Ravnica p. 213Hive MindThe kraul is immune to the charmed and frightened conditions while within 30 feet of at least one other kraul.
@@ -3292,7 +3233,7 @@
humanoid (merfolk)Lawful Neutral16 (natural armor)
- 130 (20d8 + 40)
+ 130 (20d8+40)walk 30 ft., swim 40 ft.1114
@@ -3310,7 +3251,6 @@
darkvision 60 ft.
- Guildmasters' Guide to Ravnica p. 255AmphibiousZegana can breathe air and water.
@@ -3376,7 +3316,7 @@
monstrosityUnaligned15 (natural armor)
- 19 (3d8 + 6)
+ 19 (3d8+6)walk 30 ft.1615
@@ -3394,7 +3334,6 @@
- Guildmasters' Guide to Ravnica p. 210AmphibiousThe krasis can breathe air and water.
@@ -3447,7 +3386,7 @@
monstrosityUnaligned15 (natural armor)
- 136 (16d10 + 48)
+ 136 (16d10+48)walk 40 ft.1814
@@ -3465,7 +3404,6 @@
- Guildmasters' Guide to Ravnica p. 211AmphibiousThe krasis can breathe air and water.
@@ -3518,7 +3456,7 @@
monstrosityUnaligned16 (natural armor)
- 287 (25d12 + 125)
+ 287 (25d12+125)walk 40 ft.2312
@@ -3536,7 +3474,6 @@
- Guildmasters' Guide to Ravnica p. 212AmphibiousThe krasis can breathe air and water.
@@ -3594,7 +3531,7 @@
monstrosityLawful Neutral17 (natural armor)
- 261 (18d20 + 72)
+ 261 (18d20+72)walk 40 ft., fly 60 ft.2014
@@ -3612,7 +3549,6 @@
charmed, frightenedtruesight 120 ft.
- Guildmasters' Guide to Ravnica p. 227InscrutableIsperia is immune to any effect that would sense her emotions or read her thoughts, as well as any divination spell that she refuses. Wisdom (Insight) checks made to ascertain her intentions or sincerity have disadvantage.
@@ -3685,7 +3621,7 @@
monstrosityUnaligned15 (breastplate)
- 37 (5d10 + 10)
+ 37 (5d10+10)walk 20 ft., fly 90 ft.2013
@@ -3703,7 +3639,6 @@
- Guildmasters' Guide to Ravnica p. 219Keen SightThe roc has advantage on Wisdom (Perception) checks that rely on sight.
@@ -3734,7 +3669,7 @@
monstrosityUnaligned18 (natural armor)
- 216 (16d20 + 48)
+ 216 (16d20+48)walk 10 ft., fly 60 ft.2315
@@ -3752,7 +3687,6 @@
- Guildmasters' Guide to Ravnica p. 220AmphibiousThe skyswimmer can breathe air and water.
@@ -3781,7 +3715,7 @@
monstrosityLawful Evil16 (natural armor)
- 120 (16d8 + 48)
+ 120 (16d8+48)walk 30 ft.1618
@@ -3799,7 +3733,6 @@
darkvision 60 ft.
- Guildmasters' Guide to Ravnica p. 222Magic ResistanceThe medusa has advantage on saving throws against spells and other magical effects.
@@ -3840,7 +3773,7 @@
monstrosityUnaligned18 (natural armor)
- 200 (16d12 + 96)
+ 200 (16d12+96)walk 50 ft., burrow 30 ft.2410
@@ -3858,7 +3791,6 @@
blindsight 60 ft., tremorsense 60 ft.
- Guildmasters' Guide to Ravnica p. 225Siege MonsterThe wurm deals double damage to objects and structures.
@@ -3886,7 +3818,7 @@
monstrosity (shapechanger)Lawful Evil18 (natural armor)
- 204 (24d8 + 96)
+ 204 (24d8+96)walk 40 ft.1624
@@ -3904,7 +3836,6 @@
charmed, frightened, poisoneddarkvision 120 ft.
- Guildmasters' Guide to Ravnica p. 232ElusiveNo attack roll has advantage against Lazav unless he is incapacitated.
@@ -3963,7 +3894,7 @@
humanoid (any race)Chaotic Neutral13 (hide armor)
- 11 (2d8 + 2)
+ 11 (2d8+2)walk 30 ft.1413
@@ -3981,7 +3912,6 @@
- Guildmasters' Guide to Ravnica p. 239AggressiveAs a bonus action, the anarch can move up to its speed toward a hostile creature it can see.
@@ -4005,7 +3935,7 @@
undeadLawful Evil16 (natural armor)
- 90 (12d8 + 36)
+ 90 (12d8+36)walk 40 ft., fly 40 ft.1618
@@ -4023,7 +3953,6 @@
darkvision 60 ft.
- Guildmasters' Guide to Ravnica p. 223MultiattackThe vampire makes three melee attacks, only one of which can be a bite attack.
@@ -4063,7 +3992,7 @@
undeadLawful Evil14 (natural armor)
- 97 (15d8 + 30)
+ 97 (15d8+30)walk 30 ft.1116
@@ -4081,7 +4010,6 @@
charmed, exhaustion, frightened, paralyzed, poisonedtruesight 120 ft.
- Guildmasters' Guide to Ravnica p. 198Legendary Resistance (3/Day)If the lich fails a saving throw, it can choose to succeed instead.
@@ -4143,7 +4071,7 @@
undeadLawful Evil16 (natural armor)
- 136 (16d10 + 48)
+ 136 (16d10+48)walk 30 ft., fly 60 ft.2016
@@ -4161,7 +4089,6 @@
charmed, exhaustion, frightened, poisoneddarkvision 120 ft.
- Guildmasters' Guide to Ravnica p. 215Death LinkIf its specter rider is reduced to 0 hit points, the gloamwing is destroyed.
@@ -4216,7 +4143,6 @@
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- Guildmasters' Guide to Ravnica p. 206Incorporeal MovementThe spirit 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.
@@ -4237,7 +4163,7 @@
undeadLawful Evil17 (natural armor)
- 180 (24d8 + 72)
+ 180 (24d8+72)walk 30 ft.1416
@@ -4255,7 +4181,6 @@
charmed, exhaustion, frightened, paralyzed, poisoneddarkvision 120 ft.
- Guildmasters' Guide to Ravnica p. 235Legendary Resistance (3/Day)If Jarad fails a saving throw, he can choose to succeed instead.
@@ -4334,7 +4259,7 @@
undeadLawful Evil14
- 55 (10d8 + 10)
+ 55 (10d8+10)walk 30 ft., fly 30 ft.1618
@@ -4352,7 +4277,6 @@
darkvision 60 ft.
- Guildmasters' Guide to Ravnica p. 224Shadow StealthWhile in dim light or darkness, the vampire can take the Hide action as a bonus action.
@@ -4403,7 +4327,7 @@
undeadLawful Evil17 (natural armor)
- 105 (14d8 + 42)
+ 105 (14d8+42)walk 30 ft.1819
@@ -4421,7 +4345,6 @@
charmed, exhaustion, frightened, poisoneddarkvision 120 ft.
- Guildmasters' Guide to Ravnica p. 215MountIf the specter isn't mounted, it can use a bonus action to magically teleport onto its gloamwing mount, provided the specter and the gloamwing are on the same plane of existence. When it teleports, the specter appears astride the gloamwing along with any equipment it is wearing or carrying. While mounted and not incapacitated, the specter can't be surprised, and both it and its mount gain advantage on Dexterity saving throws.
@@ -4459,7 +4382,7 @@
undeadLawful Evil14 (natural armor)
- 110 (20d8 + 20)
+ 110 (20d8+20)walk 0 ft., fly 30 ft.1010
@@ -4477,7 +4400,6 @@
charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restraineddarkvision 60 ft.
- Guildmasters' Guide to Ravnica p. 245Council of FiveThe ghost has a trait based on who it is, as shown below:
@@ -4545,7 +4467,7 @@
humanoid (merfolk)Neutral11
- 11 (2d8 + 2)
+ 11 (2d8+2)walk 10 ft., swim 40 ft.1013
@@ -4563,7 +4485,6 @@
- Guildmasters' Guide to Ravnica p. 187AmphibiousThe merfolk can breathe air and water.
@@ -4582,7 +4503,7 @@
monstrosityLawful Neutral17 (natural armor)
- 136 (16d10 + 48)
+ 136 (16d10+48)walk 40 ft., fly 60 ft.1815
@@ -4600,7 +4521,6 @@
charmed, frightenedtruesight 120 ft.
- Guildmasters' Guide to Ravnica p. 183InscrutableThe sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.
diff --git a/FightClub5eXML/Sources/HuntForTheThesselhydra.xml b/FightClub5eXML/Sources/HuntForTheThesselhydra.xml
index fbbe022..2e62190 100644
--- a/FightClub5eXML/Sources/HuntForTheThesselhydra.xml
+++ b/FightClub5eXML/Sources/HuntForTheThesselhydra.xml
@@ -7,7 +7,7 @@
monstrosityUnaligned15 (natural armor)
- 60 (8d8 + 24)
+ 60 (8d8+24)walk 30 ft.1612
@@ -25,7 +25,6 @@
blindsight 60 ft.
- Hunt for the ThessalhydraKeen SmellThe demogorgon has advantage on Wisdom (Perception) checks that rely on smell.
@@ -61,7 +60,7 @@
monstrosityUnaligned14 (natural armor)
- 69 (6d12 + 30)
+ 69 (6d12+30)walk 30 ft., swim 30 ft.1912
@@ -79,7 +78,6 @@
blinded, charmed, deafened, frightened, stunneddarkvision 60 ft.
- Hunt for the Thessalhydra, Infernal Machine RebuildMultiattackThe thessalhydra makes one maw attack and one Flurry of Bites.
diff --git a/FightClub5eXML/Sources/InfernalMachineRebuild.xml b/FightClub5eXML/Sources/InfernalMachineRebuild.xml
index b473315..3348585 100644
--- a/FightClub5eXML/Sources/InfernalMachineRebuild.xml
+++ b/FightClub5eXML/Sources/InfernalMachineRebuild.xml
@@ -7,7 +7,7 @@
giantChaotic Neutral15 (natural armor)
- 123 (13d12 + 39)
+ 123 (13d12+39)walk 40 ft.218
@@ -25,7 +25,6 @@
darkvision 60 ft.
- Infernal Machine Rebuild p. 53Two HeadsThe ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
@@ -82,7 +81,7 @@
humanoid (human)Neutral Evil15 (studded leather armor)
- 78 (12d8 + 24)
+ 78 (12d8+24)walk 30 ft.1116
@@ -100,7 +99,6 @@
- Infernal Machine Rebuild p. 52Rust Monster CloakAny nonmagical weapon made of metal that hits Barbatos corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits Barbatos is destroyed after dealing damage.
@@ -145,7 +143,7 @@
undead (tiefling)Lawful Evil13 (leather armor)
- 136 (16d8 + 64)
+ 136 (16d8+64)walk 30 ft.1814
@@ -163,7 +161,6 @@
charmed, exhaustion, frightened, paralyzed, poisoned, stunneddarkvision 60ft.
- Infernal Machine Rebuild p. 54Special EquipmentLynx's crystal eye is a magically shrunken crystal ball of true seeing. One of her teeth is a refashioned ring of mind shielding, while another has been magicked to place her under a permanent Nystul's magic aura spell, concealing the magic of these items and hiding her true nature from magic or features that can detect undead.
@@ -212,7 +209,7 @@
humanoid (human)Neutral Evil14 (breastplate)
- 104 (19d8 + 19)
+ 104 (19d8+19)walk 30 ft.1012
@@ -230,7 +227,6 @@
- Infernal Machine Rebuild p. 55Special EquipmentMoghadam wields Ruinblade (see appendix C).
@@ -281,7 +277,7 @@
humanoid (human)Lawful Evil20 (plate armor)
- 112 (15d8 + 45)
+ 112 (15d8+45)walk 30 ft.1815
@@ -299,7 +295,6 @@
- Infernal Machine Rebuild p. 56Special EquipmentSir Ursas wears a ring of mind shielding and plate armor of fire resistance.
@@ -346,7 +341,7 @@
humanoid (human)Neutral Evil14 (breastplate)
- 104 (7d10 + 14)
+ 104 (7d10+14)walk 30 ft.1012
@@ -364,7 +359,6 @@
poisoned
- Infernal Machine Rebuild p. 57Special EquipmentThessalar wields a +1 dagger coated with thessaltoxin poison (see appendix C).
@@ -410,7 +404,7 @@
constructNeutral15 (natural armor)
- 7 (2d4 + 2)
+ 7 (2d4+2)walk 40 ft., climb 40 ft.415
@@ -428,7 +422,6 @@
charmed, poisoneddarkvision 60
- Infernal Machine Rebuild p. 86Telepathic BondWhile the construct is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.
@@ -447,7 +440,7 @@
monstrosity (titan)Chaotic Evil16 (natural armor)
- 207 (18d12 + 90)
+ 207 (18d12+90)walk 20 ft., swim 60 ft.2411
@@ -465,7 +458,6 @@
charmed, frightened, paralyzedtruesight 120 ft.
- Infernal Machine Rebuild p. 87AmphibiousThe thessalkraken can breathe air and water.
@@ -530,7 +522,7 @@
beastUnaligned12 (natural armor)
- 19 (3d10 + 3)
+ 19 (3d10+3)walk 20 ft., swim 30 ft.1510
@@ -548,7 +540,6 @@
- Infernal Machine Rebuild p. 89Hold BreathThe two-headed crocodile can hold its breath for 15 minutes.
@@ -579,7 +570,7 @@
monstrosityUnaligned13 (natural armor)
- 59 (7d10 + 21)
+ 59 (7d10+21)walk 40 ft.2012
@@ -597,7 +588,6 @@
darkvision 60
- Infernal Machine Rebuild p. 90Two HeadsThe two-headed owlbear has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
@@ -629,7 +619,7 @@
aberrationNeutral16 (natural armor)
- 150 (12d12 + 72)
+ 150 (12d12+72)walk 30 ft.2011
@@ -647,7 +637,6 @@
poisoneddarkvision 120 ft.
- Infernal Machine Rebuild p. 75Limited TelepathyThe otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.
@@ -687,7 +676,7 @@
humanoid (any race)Any Non-Good Alignment15 (studded leather armor)
- 78 (12d8 + 24)
+ 78 (12d8+24)walk 30 ft.1116
@@ -705,7 +694,6 @@
- Infernal Machine Rebuild p. 31AssassinateDuring its first turn, Andras has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Andras scores against a surprised creature is a critical hit.
@@ -741,7 +729,7 @@
undeadAny alignment11 (natural armor)
- 58 (9d8 + 18)
+ 58 (9d8+18)walk 0 ft.11
@@ -759,7 +747,6 @@
charmed, exhaustion, frighteneddarkvision 60 ft.
- Infernal Machine Rebuild p. 48Detect SentienceThe brain in iron 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.
@@ -807,7 +794,6 @@
darkvision 60 ft.
- Infernal Machine Rebuild p. 15Dark DevotionThe worker has advantage on saving throws against being charmed or frightened.
@@ -826,7 +812,7 @@
monstrosityLawful Evil15 (natural armor)
- 127 (17d8 + 51)
+ 127 (17d8+51)walk 30 ft.1015
@@ -844,7 +830,6 @@
darkvision 60 ft.
- Infernal Machine Rebuild p. 47Petrifying GazeWhen a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa 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.
@@ -879,7 +864,7 @@
plantChaotic Good16 (natural armor)
- 138 (12d12 + 60)
+ 138 (12d12+60)walk 30 ft.238
@@ -897,7 +882,6 @@
fire
- Infernal Machine Rebuild p. 5False AppearanceWhile Grandfather Oak remains motionless, it is indistinguishable from a normal tree.
@@ -951,7 +935,6 @@
- Infernal Machine Rebuild p. 41RapierMelee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage.
@@ -970,7 +953,7 @@
beastNeutral12
- 19 (3d10 + 3)
+ 19 (3d10+3)walk 5 ft., fly 60 ft.1315
@@ -988,7 +971,6 @@
darkvision 120 ft.
- Infernal Machine Rebuild p. 33FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
@@ -1011,7 +993,7 @@
beastUnaligned12 (natural armor)
- 42 (5d10 + 15)
+ 42 (5d10+15)walk 40 ft., swim 30 ft.2010
@@ -1029,7 +1011,6 @@
- Infernal Machine Rebuild p. 34Keen SmellThe bear has advantage on Wisdom (Perception) checks that rely on smell.
@@ -1057,7 +1038,7 @@
monstrosityUnaligned13 (natural armor)
- 59 (7d10 + 21)
+ 59 (7d10+21)walk 40 ft.2012
@@ -1075,7 +1056,6 @@
darkvision 60 ft.
- Infernal Machine Rebuild p. 36Keen Sight and SmellThe owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.
@@ -1103,7 +1083,7 @@
monstrosityUnaligned13 (natural armor)
- 59 (7d10 + 21)
+ 59 (7d10+21)walk 40 ft.2012
@@ -1121,7 +1101,6 @@
darkvision 60
- Infernal Machine Rebuild p. 36Two HeadsThe two-headed owlbear has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
@@ -1153,7 +1132,7 @@
humanoid (any race)Any alignment12, 15 (with mage armor)
- 91 (14d8 + 28)
+ 91 (14d8+28)walk 30 ft.914
@@ -1171,7 +1150,6 @@
darkvision 60 ft.
- Infernal Machine Rebuild p. 33Whispering AuraAt the start of each of Stolos's turns, each creature of its choice within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that Stolos isn't incapacitated.
@@ -1204,7 +1182,7 @@
fiend (demon)Chaotic Evil19 (natural armor)
- 262 (21d12 + 126)
+ 262 (21d12+126)walk 40 ft., fly 80 ft.2615
@@ -1222,7 +1200,6 @@
poisonedtruesight 120 ft.
- Infernal Machine Rebuild p. 19Death ThroesWhen Tarnhem dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) 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, and it destroys Tarnhem's weapons.
@@ -1290,7 +1267,6 @@
charmed, poisoneddarkvision 60 ft.
- Infernal Machine Rebuild p. 35Telepathic BondWhile the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.
@@ -1326,7 +1302,6 @@
darkvision 60 ft.
- Infernal Machine Rebuild p. 17Dark DevotionThe muralist has advantage on saving throws against being charmed or frightened.
diff --git a/FightClub5eXML/Sources/LocathahRising.xml b/FightClub5eXML/Sources/LocathahRising.xml
index 220a78f..e2cff05 100644
--- a/FightClub5eXML/Sources/LocathahRising.xml
+++ b/FightClub5eXML/Sources/LocathahRising.xml
@@ -7,7 +7,7 @@
humanoid (tortle)Lawful Good18 (natural armor)
- 90 (12d8 + 36)
+ 90 (12d8+36)walk 30 ft.1410
@@ -25,7 +25,6 @@
- Locathah Rising p. 15Hearth of Moonlight and ShadowAt 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.
@@ -83,7 +82,7 @@
humanoidNeutral Evil17 (natural armor)
- 144 (17d8 + 68)
+ 144 (17d8+68)walk 30 ft., swim 30 ft.1616
@@ -101,7 +100,6 @@
- Locathah Rising p. 18AmphibiousGar can breathe air and water.
@@ -189,7 +187,7 @@
monstrosity (titan)Chaotic Evil16 (natural armor)
- 207 (18d12 + 90)
+ 207 (18d12+90)walk 20 ft., swim 50 ft.2411
@@ -207,7 +205,6 @@
frightened, paralyzedtruesight 120 ft.
- Locathah Rising p. 21AmphibiousThe kraken can breathe air and water.
@@ -245,7 +242,7 @@
humanoid (water genasi)Lawful Evil11, 14 (with mage armor)
- 75 (10d8 + 30)
+ 75 (10d8+30)walk 30 ft., swim 30 ft.1212
@@ -263,7 +260,6 @@
- Locathah Rising p. 23AmphibiousShoalar can breathe air and water.
@@ -299,7 +295,7 @@
humanoid (any race)Any Evil Alignment10
- 75 (10d8 + 30)
+ 75 (10d8+30)walk 30 ft., swim 30 ft.1210
@@ -317,7 +313,6 @@
- Locathah Rising p. 20AmphibiousWhymsee can breathe air and water.
@@ -348,7 +343,7 @@
humanoid (any race)Any Evil Alignment10
- 75 (10d8 + 30)
+ 75 (10d8+30)walk 30 ft., swim 30 ft.1210
@@ -366,7 +361,6 @@
- Locathah Rising p. 20AmphibiousFhenimore can breathe air and water.
diff --git a/FightClub5eXML/Sources/LostLaboratoryOfKwalish.xml b/FightClub5eXML/Sources/LostLaboratoryOfKwalish.xml
index 30f4e32..36012c8 100644
--- a/FightClub5eXML/Sources/LostLaboratoryOfKwalish.xml
+++ b/FightClub5eXML/Sources/LostLaboratoryOfKwalish.xml
@@ -11,7 +11,6 @@
V, SConcentration, up to 1 hourWarlock, Wizard
- Lost Laboratory of Kwalish p. 57You 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.
@@ -30,7 +29,6 @@
V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes)10 minutesWarlock, Wizard
- Lost Laboratory of Kwalish p. 57You 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.
@@ -49,7 +47,6 @@
V, S, M (a fragment of stone, wood, or other building material)24 hoursWizard
- Lost Laboratory of Kwalish p. 57You 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
@@ -74,7 +71,7 @@
undeadAny alignment11 (natural armor)
- 58 (9d8 + 18)
+ 58 (9d8+18)walk 0 ft.11
@@ -92,7 +89,6 @@
charmed, exhaustion, frighteneddarkvision 60 ft.
- Lost Laboratory of Kwalish p. 38, Infernal Machine RebuildDetect SentienceThe 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.
@@ -122,7 +118,7 @@
constructUnaligned17 (natural armor)
- 142 (15d10 + 60)
+ 142 (15d10+60)walk 30 ft.2012
@@ -140,7 +136,6 @@
charmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 120 ft.
- Lost Laboratory of Kwalish p. 38Magic ResistanceThe clockwork kraken has advantage on saving throws against spells and other magical effects.
@@ -168,7 +163,7 @@
humanoidChaotic Neutral14 (natural armor)
- 44 (8d8 + 8)
+ 44 (8d8+8)walk 30 ft.1114
@@ -186,7 +181,6 @@
- Lost Laboratory of Kwalish p. 41Special EquipmentGarret wears a Ring of Warmth (included in his statistics) and wields a Gambler's Blade longsword.
@@ -225,7 +219,7 @@
humanoidNeutral12 (Bracers of Defense)
- 45 (7d8 + 14)
+ 45 (7d8+14)walk 30 ft.1012
@@ -243,7 +237,6 @@
- Lost Laboratory of Kwalish p. 41Special EquipmentMary wears Bracers of Defense and a Ring of Protection, and carries a Deck of Several Things
@@ -278,7 +271,7 @@
oozeUnaligned10 (natural armor)
- 19 (2d8 + 10)
+ 19 (2d8+10)walk 30 ft.143
@@ -296,7 +289,6 @@
blinded, charmed, deafened, exhaustion, frightened, proneblindsight 60 ft.
- Lost Laboratory of Kwalish p. 46TransparentEven 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.
@@ -328,7 +320,7 @@
monstrosityLawful Evil15 (natural armor)
- 127 (17d8 + 51)
+ 127 (17d8+51)walk 30 ft.1015
@@ -346,7 +338,6 @@
darkvision 60 ft.
- Infernal Machine Rebuild p. 23Petrifying GazeWhen 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.
diff --git a/FightClub5eXML/Sources/MordenkainensFiendishFolio.xml b/FightClub5eXML/Sources/MordenkainensFiendishFolio.xml
index 0b46e41..f390189 100644
--- a/FightClub5eXML/Sources/MordenkainensFiendishFolio.xml
+++ b/FightClub5eXML/Sources/MordenkainensFiendishFolio.xml
@@ -7,7 +7,7 @@
monstrosityNeutral14 (natural armor)
- 55 (10d8 + 10)
+ 55 (10d8+10)walk 10 ft., fly 50 ft.1314
@@ -25,7 +25,6 @@
paralyzeddarkvision 60 ft.
- Mordenkainen’s Fiendish Folio p. 4Keen SmellThe assassin bug has advantage on Wisdom
@@ -63,7 +62,7 @@
humanoid (blindheim)Chaotic Neutral14 (natural armor)
- 26 (4d8 + 8)
+ 26 (4d8+8)walk 30 ft.1316
@@ -81,7 +80,6 @@
- Mordenkainen’s Fiendish Folio p. 5Radiant EyesWhile 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.
@@ -114,7 +112,7 @@
giantNeutral16 (natural armor)
- 68 (8d10 + 24)
+ 68 (8d10+24)walk 40 ft., swim 40 ft.1910
@@ -132,7 +130,6 @@
- Mordenkainen’s Fiendish Folio p. 6Limited AmphibiousnessThe crab folk can breathe air and water, but it needs to be submerged once every 24 hours to avoid suffocating.
@@ -166,7 +163,7 @@
humanoid (dire corby)Neutral Evil13 (natural armor)
- 16 (3d8 + 3)
+ 16 (3d8+3)walk 40 ft., climb 40 ft.1314
@@ -184,7 +181,6 @@
thunderfrightened
- Mordenkainen’s Fiendish Folio p. 7Dire CacophonyAny 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.
@@ -219,7 +215,7 @@
undeadChaotic Evil15 (natural armor)
- 136 (16d8 + 64)
+ 136 (16d8+64)walk 30 ft.1614
@@ -237,7 +233,6 @@
blinded, charmed, exhaustion, frightened, paralyzed, poisoned, stunneddarkvision 60 ft.
- Mordenkainen’s Fiendish Folio p. 8, Infernal Machine RebuildTurn ImmunityThe eye of fear and flame is immune to effects that turn undead.
@@ -280,7 +275,7 @@
feyChaotic Neutral16 (natural armor)
- 45 (6d8 + 18)
+ 45 (6d8+18)walk 40 ft.1416
@@ -298,7 +293,6 @@
- Mordenkainen’s Fiendish Folio p. 9Magic ResistanceThe forlarren has advantage on saving throws against spells and other magical effects.
@@ -348,7 +342,7 @@
giantNeutral Evil16 (chain mail)
- 200 (16d12 + 96)
+ 200 (16d12+96)walk 40 ft.2710
@@ -366,7 +360,6 @@
- Mordenkainen’s Fiendish Folio p. 10Denizen of the MistDuring its turn, the fog giant ignores the effects of fog cloud spells cast by it or other allied fog giants.
@@ -420,7 +413,7 @@
humanoid (jermlaine)Neutral Evil11
- 3 (1d4 + 1)
+ 3 (1d4+1)walk 30 ft.412
@@ -438,7 +431,6 @@
darkvision 30 ft.
- Mordenkainen’s Fiendish Folio p. 11Lurkers in ShadowJermlaine are invisible to darkvision.
@@ -483,7 +475,7 @@
elementalNeutral20 (natural armor)
- 11 (2d6 + 4)
+ 11 (2d6+4)walk 5 ft., fly 30 ft.1310
@@ -501,7 +493,6 @@
darkvision 60 ft.
- Mordenkainen’s Fiendish Folio p. 12Iron ScentThe khargra can scent the location of ferrous metal within 30 feet of it.
@@ -537,7 +528,7 @@
feyNeutral14
- 7 (2d4 + 2)
+ 7 (2d4+2)walk 30 ft., climb 30 ft.419
@@ -555,7 +546,6 @@
- Mordenkainen’s Fiendish Folio p. 13SlamMelee weapon attack: +-1 to hit, reach 5 ft., one target. 1 bludgeoning damage.
@@ -605,7 +595,6 @@
- Mordenkainen’s Fiendish Folio p. 14Vexing PresenceWhile within 30 feet of a mite that can see it, a non-fey creature has disadvantage on Dexterity checks and
@@ -638,7 +627,7 @@
plantChaotic Evil13
- 16 (3d8 + 3)
+ 16 (3d8+3)walk 30 ft., climb 20 ft.1317
@@ -656,7 +645,6 @@
blinded, deafened, exhaustionblindsight 30 ft.
- Mordenkainen’s Fiendish Folio p. 16Close Quarters ShootingThe 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.
@@ -692,7 +680,7 @@
plantChaotic Evil15 (natural armor)
- 45 (6d10 + 12)
+ 45 (6d10+12)walk 40 ft.1811
@@ -710,7 +698,6 @@
blinded, deafened, exhaustionblindsight 30 ft.
- Mordenkainen’s Fiendish Folio p. 16Needle DefenseEach 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.
@@ -750,7 +737,7 @@
humanoid (goblinoid)Chaotic Evil17 (natural armor)
- 16 (3d8 + 3)
+ 16 (3d8+3)walk 30 ft.1310
@@ -768,7 +755,6 @@
- Mordenkainen’s Fiendish Folio p. 17MultiattackThe norker makes one mace and one bite attack.
@@ -803,7 +789,7 @@
humanoid (goblinoid)Chaotic Evil17 (natural armor)
- 39 (6d8 + 12)
+ 39 (6d8+12)walk 30 ft.1610
@@ -821,7 +807,6 @@
- Mordenkainen’s Fiendish Folio p. 17MultiattackThe norker war leader makes one greataxe and one bite attack, and also uses Fight On, You Slugs.
@@ -860,7 +845,7 @@
feyLawful Evil17 (natural armor)
- 18 (4d6 + 4)
+ 18 (4d6+4)walk 0 ft., fly 40 ft.416
@@ -878,7 +863,6 @@
- Mordenkainen’s Fiendish Folio p. 19Agile FlierOpportunity attacks against the screaming devilkin have disadvantage while it is flying.
@@ -913,7 +897,7 @@
aberrationChaotic Neutral20 (natural armor)
- 325 (26d10 + 182)
+ 325 (26d10+182)walk 40 ft., climb 40 ft., swim 40 ft.2418
@@ -931,7 +915,6 @@
charmed, exhaustion, frightened, poisonedtruesight 120 ft.
- Mordenkainen’s Fiendish Folio p. 20Entropic AuraEach creature that is not a construct or undead that ends its turn within 15 feet of Ygorl takes 14 (4d6) necrotic damage.
@@ -1006,7 +989,7 @@
monstrosityLawful Evil16 (natural armor)
- 33 (6d8 + 6)
+ 33 (6d8+6)walk 40 ft.1418
@@ -1024,7 +1007,6 @@
- Mordenkainen’s Fiendish Folio p. 21Ethereal JauntAs a bonus action, a xill can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
diff --git a/FightClub5eXML/Sources/SleepingDragonsWake.xml b/FightClub5eXML/Sources/SleepingDragonsWake.xml
index af585ed..0b681bd 100644
--- a/FightClub5eXML/Sources/SleepingDragonsWake.xml
+++ b/FightClub5eXML/Sources/SleepingDragonsWake.xml
@@ -7,7 +7,7 @@
undeadUnaligned13 (natural armor)
- 126 (11d12 + 55)
+ 126 (11d12+55)walk 20 ft., swim 50 ft.2311
@@ -25,7 +25,6 @@
bludgeoningexhaustion, poisonedblindsight 60 ft.
- Sleeping Dragon's WakeBlood FrenzyThe giant shark skeleton has advantage on melee attack rolls against any creature that doesn't have all its hit points.
@@ -46,7 +45,7 @@
dragonLawful Good19 (natural armor)
- 212 (17d12 + 102)
+ 212 (17d12+102)walk 40 ft., fly 80 ft., swim 40 ft.2510
@@ -64,7 +63,6 @@
blindsight 60 ft., darkvision 120 ft.
- Sleeping Dragon's WakeAmphibiousLhammaruntosz can breathe air and water.
diff --git a/FightClub5eXML/Sources/StormLordsWrath.xml b/FightClub5eXML/Sources/StormLordsWrath.xml
index 0105197..741647b 100644
--- a/FightClub5eXML/Sources/StormLordsWrath.xml
+++ b/FightClub5eXML/Sources/StormLordsWrath.xml
@@ -7,7 +7,7 @@
elementalChaotic Evil17 (natural armor)
- 147 (14d10 + 70)
+ 147 (14d10+70)walk 30 ft., fly 60 ft.1911
@@ -25,7 +25,6 @@
exhaustion, petrified, poisoneddarkvision 60 ft.
- Storm Lord's WrathFalse AppearanceWhile the statue remains motionless, it is indistinguishable from an inanimate statue.
@@ -71,7 +70,6 @@
charmed, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.
- Storm Lord's WrathStingMelee 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.
@@ -86,7 +84,7 @@
fiendLawful Evil15 (natural armor)
- 45 (7d8 + 14)
+ 45 (7d8+14)walk 50 ft.1712
@@ -104,7 +102,6 @@
darkvision 60 ft.
- Storm Lord's WrathKeen Hearing and SmellTooth-N-Claw has advantage on Wisdom (Perception) checks that rely on hearing or smell.