From abb8b0fa11bbc17897511283e76532a8159c3b86 Mon Sep 17 00:00:00 2001 From: Chris Jennewein Date: Thu, 23 Jan 2020 00:44:56 -0700 Subject: [PATCH] fix: Removed source element and fixed hp die roll format --- .../Sources/AcquisitionsIncorporated.xml | 69 ++---- FightClub5eXML/Sources/DivineContention.xml | 1 - .../Sources/DragonOfIcespirePeak.xml | 20 +- .../Sources/EberronRisingFromTheLastWar.xml | 115 +++------ .../Sources/GuildmastersGuideToRavnica.xml | 228 ++++++------------ .../Sources/HuntForTheThesselhydra.xml | 6 +- .../Sources/InfernalMachineRebuild.xml | 67 ++--- FightClub5eXML/Sources/LocathahRising.xml | 18 +- .../Sources/LostLaboratoryOfKwalish.xml | 21 +- .../Sources/MordenkainensFiendishFolio.xml | 52 ++-- .../Sources/SleepingDragonsWake.xml | 6 +- FightClub5eXML/Sources/StormLordsWrath.xml | 7 +- 12 files changed, 192 insertions(+), 418 deletions(-) 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 @@ V 8 hours Bard, Sorcerer, Wizard, Warlock - Acquisitions Incorporated p. 75 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: @@ -29,7 +28,6 @@ V Concentration, up to 1 hour Bard, Cleric, Wizard - Acquisitions Incorporated p. 75 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. @@ -48,7 +46,6 @@ V, S, R Instantaneous Bard, Wizard - Acquisitions Incorporated p. 76 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. @@ -65,7 +62,6 @@ V, S, M (a gem worth at least 50 gp) Concentration, up to 1 minute Cleric, Wizard, Warlock - Acquisitions Incorporated p. 76 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 @@ -81,7 +77,6 @@ S, M (a coin), R 1 minute Wizard - Acquisitions Incorporated p. 76 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 @@ -96,7 +91,6 @@ V, S, R Instantaneous Wizard - Acquisitions Incorporated p. 76 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. @@ -116,7 +110,6 @@ V 1 hour Bard, Cleric - Acquisitions Incorporated p. 77 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: @@ -132,7 +125,7 @@ aberration Chaotic Evil 14 (natural armor) - 52 (7d10 + 14) + 52 (7d10+14) walk 40 ft., climb 40 ft. 18 13 @@ -150,7 +143,6 @@ blindsight 120 ft. (blind beyond this radius) - Acquisitions Incorporated p. 209 Magic Resistance The chaos quadrapod has advantage on saving throws against spells and other magical effects. @@ -178,7 +170,7 @@ construct Neutral 16 (natural armor) - 22 (4d8 + 4) + 22 (4d8+4) walk 30 ft., fly 60 ft. 14 10 @@ -196,7 +188,6 @@ blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned blindsight 60 ft., darkvision 60 ft. - Acquisitions Incorporated p. 209 False Appearance While the clockwork dragon remains motionless, it is indistinguishable from a metal statue. @@ -221,7 +212,7 @@ construct Unaligned 14 (natural armor) - 39 (6d8 + 12) + 39 (6d8+12) walk 30 ft. 16 16 @@ -239,7 +230,6 @@ charmed, exhaustion, frightened, paralyzed, petrified, poisoned darkvision 60 ft. - Acquisitions Incorporated p. 212 Customizable Storage A 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 Evil 15 (natural armor) - 27 (6d6 + 6) + 27 (6d6+6) walk 30 ft. 10 14 @@ -295,7 +285,6 @@ darkvision 60 ft. - Acquisitions Incorporated p. 213 Defensive Advantage As 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 @@ monstrosity Unaligned 18 (natural armor) - 187 (15d12 + 90) + 187 (15d12+90) walk 20 ft., fly 80 ft. 23 16 @@ -355,7 +344,6 @@ blindsight 60 ft., darkvision 120 ft. - Acquisitions Incorporated p. 211 Magic Resistance The ancient deep crow has advantage on saving throws against spells and other magical effects. @@ -414,7 +402,7 @@ monstrosity Unaligned 17 (natural armor) - 133 (14d10 + 56) + 133 (14d10+56) walk 20 ft., fly 80 ft. 20 16 @@ -432,7 +420,6 @@ blindsight 30 ft., darkvision 120 ft. - Acquisitions Incorporated p. 210 Magic Resistance The deep crow has advantage on saving throws against spells and other magical effects. @@ -476,7 +463,7 @@ humanoid (dragonborn) Chaotic Good 18 (plate armor) - 45 (7d8 + 14) + 45 (7d8+14) walk 30 ft. 17 8 @@ -494,7 +481,6 @@ - Acquisitions Incorporated p. 201 Champion 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) Neutral 12 - 33 (6d8 + 6) + 33 (6d8+6) walk 30 ft. 12 15 @@ -557,7 +543,6 @@ - Acquisitions Incorporated p. 205 Fey Ancestry Brahma has advantage on saving throws against being charmed, and magic can't put her to sleep. @@ -595,7 +580,7 @@ humanoid (elf) Chaotic Neutral 14 (studded leather armor) - 44 (8d8 + 8) + 44 (8d8+8) walk 30 ft. 8 14 @@ -613,7 +598,6 @@ darkvision 120 ft. - Acquisitions Incorporated p. 202 Special Equipment K'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 Neutral 16 (studded leather armor) - 66 (12d8 + 12) + 66 (12d8+12) walk 30 ft. 12 18 @@ -679,7 +663,6 @@ darkvision 60 ft. - Acquisitions Incorporated p. 199 Fey Ancestry Môrgæn 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 Evil 15 (studded leather armor) - 32 (5d8 + 10) + 32 (5d8+10) walk 30 ft. 13 16 @@ -742,7 +725,6 @@ - Acquisitions Incorporated p. 205 Fey Ancestry Oak has advantage on saving throws against being charmed, and magic can't put him to sleep. @@ -780,7 +762,7 @@ humanoid (elf) Lawful Neutral 14 (leather armor) - 52 (8d8 + 16) + 52 (8d8+16) walk 35 ft. 8 16 @@ -798,7 +780,6 @@ darkvision 60 ft. - Acquisitions Incorporated p. 204 Fey Ancestry Walnut has advantage on saving throws against being charmed, and magic can't put her to sleep. @@ -851,7 +832,7 @@ humanoid (half-elf) Neutral Good 15 (chain shirt) - 52 (8d8 + 16) + 52 (8d8+16) walk 30 ft. 16 14 @@ -869,7 +850,6 @@ - Acquisitions Incorporated p. 208 Multiattack Auspicia makes two attacks. @@ -902,7 +882,7 @@ humanoid (half-elf) Lawful Neutral 18 (plate armor) - 65 (10d8 + 20) + 65 (10d8+20) walk 30 ft. 16 8 @@ -920,7 +900,6 @@ darkvision 60 ft. - Acquisitions Incorporated p. 196 Divine Strike Once 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 Good 15 (Unarmored Defense) - 45 (10d6 + 10) + 45 (10d6+10) walk 40 ft. 8 16 @@ -984,7 +963,6 @@ - Acquisitions Incorporated p. 203 Brave Rosie has advantage on saving throws against being frightened. @@ -1056,7 +1034,6 @@ - Acquisitions Incorporated p. 200 Dagger Melee 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. 197 Special Equipment Jim 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 Evil 12, 15 (with mage armor) - 27 (5d8 + 5) + 27 (5d8+5) walk 30 ft. 10 14 @@ -1162,7 +1138,6 @@ - Acquisitions Incorporated p. 206 Echo 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 Neutral 18 (chain mail) - 27 (5d8 + 5) + 27 (5d8+5) walk 30 ft. 15 10 @@ -1210,7 +1185,6 @@ - Acquisitions Incorporated p. 206 Divine 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 Good 18 (studded leather armor +1), 19 (studded leather armor +1) - 65 (10d8 + 20) + 65 (10d8+20) walk 30 ft. 12 20 @@ -1262,7 +1236,6 @@ - Acquisitions Incorporated p. 198 Evasion If 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 Evil 17 (chain shirt) - 45 (6d8 + 18) + 45 (6d8+18) walk 30 ft. 12 18 @@ -1328,7 +1301,6 @@ charmed darkvision 60 ft. - Acquisitions Incorporated p. 208 Sneak 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 Good 14 (breastplate) - 27 (5d8 + 5) + 27 (5d8+5) walk 30 ft. 14 10 @@ -1376,7 +1348,6 @@ darkvision 60 ft. - Acquisitions Incorporated p. 208 Divine Eminence As 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, restrained darkvision 60 ft. - Divine Contention Ethereal Sight Ebondeath 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 Peak Magical Role Choose a role for the spellcaster: healer or mage. Your choice determines which Spellcasting trait to use below. @@ -59,7 +58,7 @@ humanoid Any alignment 14 (studded leather armor) - 11 (2d8 + 2) + 11 (2d8+2) walk 30 ft. 10 15 @@ -77,7 +76,6 @@ - Dragon of Icespire Peak Helpful The expert can take the Help action as a bonus action. @@ -110,7 +108,7 @@ humanoid Any alignment 16 (chain shirt) - 13 (2d8 + 4) + 13 (2d8+4) walk 30 ft. 15 13 @@ -128,7 +126,6 @@ - Dragon of Icespire Peak Martial Role The warrior has one of the following traits of your choice: @@ -158,7 +155,7 @@ humanoid (half-orc, shapechanger) Neutral Evil 13 (hide armor) - 58 (9d8 + 18) + 58 (9d8+18) walk 30 ft. 16 13 @@ -176,7 +173,6 @@ darkvision 60 ft. - Dragon of Icespire Peak, Divine Contention, Sleeping Dragon's Wake Shapechanger 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. @@ -208,7 +204,7 @@ humanoid (human) Neutral 10 - 44 (8d8 + 8) + 44 (8d8+8) walk 30 ft. 11 10 @@ -226,7 +222,6 @@ - Dragon of Icespire Peak Brave Don-Jon has advantage on saving throws against being frightened. @@ -259,7 +254,7 @@ humanoid (human) Neutral Good 14 (studded leather armor) - 112 (15d8 + 45) + 112 (15d8+45) walk 30 ft. 14 15 @@ -277,7 +272,6 @@ - Dragon of Icespire Peak Archer A longbow or shortbow deals one extra die of its damage when Falcon hits with it (included in his longbow attack). @@ -310,7 +304,7 @@ monstrosity Chaotic Evil 15 (natural armor) - 73 (7d12 + 28) + 73 (7d12+28) walk 50 ft. 20 11 @@ -328,7 +322,6 @@ darkvision 60 ft. - Dragon of Icespire Peak Relentless (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 Peak Gnome Cunning The 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 @@ aberration Chaotic Evil 19 (natural armor) - 304 (32d8 + 160) + 304 (32d8+160) walk 40 ft., fly 40 ft. 24 21 @@ -25,7 +25,6 @@ blinded, charmed, exhaustion, frightened, poisoned, prone truesight 120 ft. - Eberron: Rising from the Last War p. 286 Alien Mind If 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 Alignment 20 (bonecraft armour) - 84 (13d8 + 26) + 84 (13d8+26) walk 30 ft. 18 13 @@ -146,7 +145,6 @@ - Eberron: Rising from the Last War p. 316 Commander of Bones As 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 alignment 13 (leather armor) - 22 (4d8 + 4) + 22 (4d8+4) walk 30 ft. 8 15 @@ -210,7 +208,6 @@ - Eberron: Rising from the Last War p. 317 Change Appearance The 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 @@ beast Unaligned 13 - 19 (3d8 + 6) + 19 (3d8+6) walk 40 ft. 12 16 @@ -256,7 +253,6 @@ - Eberron: Rising from the Last War p. 289, Wayfinder's Guide to Eberron p. 81 Pack Tactics The 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. 271 Cunning Action On each of its turns, Corrin can use a bonus action to take the Dash, Disengage, or Hide action. @@ -341,7 +336,7 @@ aberration Lawful Evil 16 (Unarmored Defense) - 33 (6d8 + 6) + 33 (6d8+6) walk 40 ft. 14 18 @@ -359,7 +354,6 @@ blinded blindsight 120 ft. (blind beyond this radius) - Eberron: Rising from the Last War p. 290 Evasion If 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 @@ aberration Chaotic Evil 15 (natural armour) - 13 (3d6 + 3) + 13 (3d6+3) walk 30 ft. 15 14 @@ -417,7 +411,6 @@ darkvision 60 ft. - Eberron: Rising from the Last War p. 291 Dual Consciousness The dolgrim has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. @@ -452,7 +445,7 @@ fey Neutral Evil 17 (natural armor) - 82 (15d8 + 15) + 82 (15d8+15) walk 30 ft. 11 14 @@ -470,7 +463,6 @@ blinded, charmed, frightened blindsight 60 ft. - Eberron: Rising from the Last War p. 292 Magic Resistance The hag has advantage on saving throws against spells and other magical effects. @@ -511,7 +503,7 @@ aberration Chaotic Evil 21 (natural armor) - 325 (31d8 + 186) + 325 (31d8+186) walk 40 ft., fly 40 ft. 26 21 @@ -529,7 +521,6 @@ blinded, charmed, exhaustion, frightened, poisoned, prone truesight 120 ft. - Eberron: Rising from the Last War p. 288 Alien Mind If 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 @@ construct Neutral 13 - 7 (2d4 + 2) + 7 (2d4+2) walk 25 ft., fly 60 ft. 6 16 @@ -636,7 +627,6 @@ exhaustion, poisoned darkvision 60 ft. - Eberron: Rising from the Last War p. 293 Flyby The messenger doesn't provoke opportunity attacks when it flies out of an enemy's reach. @@ -665,7 +655,7 @@ construct Neutral 17 (natural armor) - 30 (4d8 + 12) + 30 (4d8+12) walk 40 ft. 16 14 @@ -683,7 +673,6 @@ exhaustion, poisoned darkvision 60 ft. - Eberron: Rising from the Last War p. 293 Keen Senses The defender has advantage on Wisdom (Perception) checks. @@ -729,7 +718,6 @@ - Eberron: Rising from the Last War p. 289 Quickness (Recharge 5-6) The fastieth can take the Dodge action as a bonus action. @@ -751,7 +739,7 @@ giant Any Chaotic Alignment 12 (hide armor) - 30 (4d10 + 8) + 30 (4d10+8) walk 30 ft. 17 10 @@ -769,7 +757,6 @@ darkvision 60 ft. - Eberron: Rising from the Last War p. 272 Battleaxe Melee 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 alignment 16 (chain shirt) - 11 (2d8 + 2) + 11 (2d8+2) walk 30 ft. 13 12 @@ -807,7 +794,6 @@ - Waterdeep: Dragon Heist p. 197 Spear Melee 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 @@ aberration Lawful Evil 17 (natural armor) - 99 (18d8 + 18) + 99 (18d8+18) walk 40 ft. 12 14 @@ -840,7 +826,6 @@ charmed, frightened darkvision 60 ft. - Eberron: Rising from the Last War p. 305 Multiattack The quori uses its Mind Thrust twice. @@ -904,7 +889,6 @@ charmed, frightened - Eberron: Rising from the Last War p. 294 Dual Mind The Inspired has advantage on Wisdom saving throws. @@ -961,7 +945,7 @@ aberration Lawful Evil 18 (natural armor) - 161 (19d8 + 76) + 161 (19d8+76) walk 30 ft., fly 60 ft. 12 21 @@ -979,7 +963,6 @@ blinded, charmed, exhaustion, frightened, grappled, paralyzed, petrified, prone, restrained truesight 120 ft. - Eberron: Rising from the Last War p. 306 All-Around Vision The quori can't be surprised while it isn't incapacitated. @@ -1039,7 +1022,7 @@ humanoid (kalashtar) Any alignment 12 - 16 (3d8 + 3) + 16 (3d8+3) walk 30 ft. 12 14 @@ -1057,7 +1040,6 @@ - Eberron: Rising from the Last War p. 317 Dual Mind The kalashtar has advantage on Wisdom saving throws. @@ -1081,7 +1063,7 @@ undead Lawful Evil 17 (half plate armor) - 52 (7d8 + 21) + 52 (7d8+21) walk 30 ft. 16 14 @@ -1099,7 +1081,6 @@ charmed, frightened, poisoned darkvision 60 ft. - Eberron: Rising from the Last War p. 295 Pack Tactics The 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 @@ undead Neutral Evil 19 (natural armor) - 199 (21d8 + 105) + 199 (21d8+105) walk 30 ft., fly 40 ft. 16 16 @@ -1164,7 +1145,6 @@ blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned truesight 120 ft. - Eberron: Rising from the Last War p. 296 Legendary Resistance (3/Day) If Illmarrow fails a saving throw, she can choose to succeed instead. @@ -1249,7 +1229,7 @@ construct Unaligned 15 (natural armor) - 15 (2d8 + 6) + 15 (2d8+6) walk 25 ft., fly 25 ft. 10 12 @@ -1267,7 +1247,6 @@ blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone darkvision 60 ft. - Eberron: Rising from the Last War p. 298 Amorphous The living spell can move through a space as narrow as 1 inch wide without squeezing. @@ -1310,7 +1289,7 @@ construct Unaligned 15 (natural armor) - 73 (7d10 + 35) + 73 (7d10+35) walk 25 ft., fly 25 ft. 10 15 @@ -1328,7 +1307,6 @@ blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone darkvision 60 ft. - Eberron: Rising from the Last War p. 299 Amorphous The living spell can move through a space as narrow as 1 inch wide without squeezing. @@ -1375,7 +1353,7 @@ construct Unaligned 15 (natural armor) - 57 (6d10 + 24) + 57 (6d10+24) walk 25 ft., fly 25 ft. 10 15 @@ -1393,7 +1371,6 @@ blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone darkvision 60 ft. - Eberron: Rising from the Last War p. 299 Amorphous The 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. 318 Dagger Melee 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 @@ fiend Lawful Evil 18 (plate armor) - 170 (20d8 + 80) + 170 (20d8+80) walk 40 ft. 20 16 @@ -1512,7 +1488,6 @@ piercing from magic weapons wielded by good creatures darkvision 60 ft. - Eberron: Rising from the Last War p. 301 Limited Magic Immunity Mordakhesh 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 @@ celestial Lawful Evil 18 (natural armor) - 142 (15d10 + 60) + 142 (15d10+60) walk 40 ft. 23 18 @@ -1582,7 +1557,6 @@ charmed, exhaustion, frightened darkvision 120 ft. - Eberron: Rising from the Last War p. 308 Aura of False Divinity A 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 @@ fiend Neutral Evil 23 (natural armor) - 478 (33d12 + 264) + 478 (33d12+264) walk 40 ft., climb 40 ft., fly 80 ft. 29 19 @@ -1645,7 +1619,6 @@ charmed, exhaustion, frightened, paralyzed, poisoned, stunned truesight 120 ft. - Eberron: Rising from the Last War p. 303 Deadly Critical Rak 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 alignment 14 (leather armor) - 19 (3d8 + 6) + 19 (3d8+6) walk 30 ft. 12 16 @@ -1742,7 +1715,6 @@ darkvision 60 ft. - Eberron: Rising from the Last War p. 319 Shifting (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 @@ fiend Lawful Evil 22 (natural armor) - 475 (50d10 + 200) + 475 (50d10+200) walk 40 ft., fly 40 ft. 18 21 @@ -1785,7 +1757,6 @@ charmed, exhaustion, frightened, paralyzed, petrified, poisoned truesight 120 ft. - Eberron: Rising from the Last War p. 304 Legendary 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 Alignment 15 (studded leather armor) - 45 (7d8 + 14) + 45 (7d8+14) walk 30 ft. 12 16 @@ -1883,7 +1854,6 @@ darkvision 60 ft. - Eberron: Rising from the Last War p. 320 Unstable Mark When 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 Evil 19 (natural armor) - 195 (23d8 + 92) + 195 (23d8+92) walk 40 ft. 20 15 @@ -1951,7 +1921,6 @@ charmed, exhaustion, frightened - Eberron: Rising from the Last War p. 300 Adamantine Plating Any critical hit against the Lord of Blades becomes a normal hit. @@ -2031,7 +2000,7 @@ aberration Lawful Evil 16 (natural armor) - 68 (8d8 + 32) + 68 (8d8+32) walk 40 ft. 17 14 @@ -2049,7 +2018,6 @@ charmed, frightened darkvision 60 ft. - Eberron: Rising from the Last War p. 307 Multiattack The quori makes three attacks: one pincer attack, one attack with its claws, and one stinger attack. @@ -2096,7 +2064,7 @@ undead Neutral Good 17 (natural armor) - 104 (16d8 + 32) + 104 (16d8+32) walk 30 ft. 16 10 @@ -2114,7 +2082,6 @@ necrotic charmed, exhaustion, frightened, paralyzed, poisoned darkvision 120 ft. - Eberron: Rising from the Last War p. 311 Aura of Radiance The 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 @@ undead Neutral Good 17 (breastplate) - 26 (4d8 + 8) + 26 (4d8+8) walk 30 ft. 16 12 @@ -2205,7 +2172,6 @@ necrotic exhaustion, poisoned darkvision 60 ft. - Eberron: Rising from the Last War p. 311 Illumination The 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. 312 Bonding The 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 @@ fey Neutral 14 (natural armor) - 19 (3d8 + 6) + 19 (3d8+6) walk 40 ft. 17 15 @@ -2319,7 +2284,6 @@ - Eberron: Rising from the Last War p. 312 Bonding The 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 @@ fey Neutral 13 - 22 (3d10 + 6) + 22 (3d10+6) walk 60 ft. 14 16 @@ -2375,7 +2339,6 @@ - Eberron: Rising from the Last War p. 313 Bonding The 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 @@ construct Unaligned 23 (natural armor) - 410 (20d20 + 200) + 410 (20d20+200) walk 60 ft. 30 11 @@ -2427,7 +2390,6 @@ charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned truesight 150 ft. - Eberron: Rising from the Last War p. 314 Immutable Form The colossus is immune to any spell or effect that would alter its form. @@ -2493,7 +2455,7 @@ humanoid (warforged) Any alignment 16 (natural armor) - 30 (4d8 + 12) + 30 (4d8+12) walk 30 ft. 16 12 @@ -2511,7 +2473,6 @@ - Eberron: Rising from the Last War p. 320 Warforged Resilience The 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 @@ construct Lawful Neutral 20 (natural armor) - 125 (10d12 + 60) + 125 (10d12+60) walk 40 ft. 23 8 @@ -2563,7 +2524,6 @@ charmed, exhaustion, frightened, paralyzed, petrified, poisoned darkvision 60 ft. - Eberron: Rising from the Last War p. 315 Platforms The 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 @@ fiend Lawful Evil 18 (scale mail) - 59 (7d8 + 28) + 59 (7d8+28) walk 30 ft. 18 14 @@ -2620,7 +2580,6 @@ piercing from magic weapons wielded by good creatures darkvision 60 ft. - Eberron: Rising from the Last War p. 309 Limited Magic Immunity The 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, poisoned darkvision 60 ft. - Eberron: Rising from the Last War p. 61 Might of the Master The 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, poisoned darkvision 60 ft. - Eberron: Rising from the Last War p. 62 Evasion If 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 @@ S 8 hours - Guildmasters' Guide to Ravnica p. 47 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.) @@ -26,7 +25,7 @@ aberration Lawful Evil 16 (natural armor) - 49 (9d8 + 9) + 49 (9d8+9) walk 30 ft., fly 60 ft. 9 20 @@ -44,7 +43,6 @@ radiant frightened darkvision 120 ft. - Guildmasters' Guide to Ravnica p. 203 Fear Frenzy The horror has advantage on attack rolls against frightened creatures. @@ -98,7 +96,7 @@ aberration Lawful Evil 13 - 120 (16d10 + 32) + 120 (16d10+32) walk 40 ft. 12 16 @@ -116,7 +114,6 @@ radiant frightened darkvision 120 ft. - Guildmasters' Guide to Ravnica p. 205 Incorporeal Movement The 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 @@ aberration Lawful Evil 17 (natural armor) - 228 (24d12 + 72) + 228 (24d12+72) walk 40 ft., climb 40 ft. 22 16 @@ -204,7 +201,6 @@ radiant frightened darkvision 120 ft. - Guildmasters' Guide to Ravnica p. 205 Spider Climb The horror can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. @@ -266,7 +262,7 @@ celestial Lawful Neutral 18 (plate armor) - 144 (17d8 + 68) + 144 (17d8+68) walk 30 ft. 20 15 @@ -284,7 +280,6 @@ charmed, exhaustion, frightened darkvision 120 ft. - Guildmasters' Guide to Ravnica p. 192 Eye of the Law As 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 @@ celestial Lawful Good 18 (plate armor) - 66 (12d8 + 12) + 66 (12d8+12) walk 30 ft., fly 90 ft. 16 12 @@ -358,7 +353,6 @@ charmed, exhaustion, frightened darkvision 120 ft., truesight 120 ft. - Guildmasters' Guide to Ravnica p. 189 Flyby The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach. @@ -392,7 +386,7 @@ celestial Lawful Evil 18 (natural armor) - 175 (27d8 + 54) + 175 (27d8+54) walk 30 ft., fly 90 ft. 16 18 @@ -410,7 +404,6 @@ charmed, exhaustion, frightened truesight 120 ft. - Guildmasters' Guide to Ravnica p. 192 Exploitation of the Debtors As 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 @@ celestial Lawful Neutral 17 (natural armor) - 93 (11d10 + 33) + 93 (11d10+33) walk 40 ft. 19 16 @@ -479,7 +472,6 @@ truesight 120 ft. - Guildmasters' Guide to Ravnica p. 199 Bonding The 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 @@ celestial Chaotic Good 18 (plate armor) - 135 (18d8 + 54) + 135 (18d8+54) walk 40 ft., fly 120 ft. 22 15 @@ -539,7 +531,6 @@ charmed, exhaustion, frightened truesight 120 ft. - Guildmasters' Guide to Ravnica p. 190 Flyby The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach. @@ -581,7 +572,7 @@ celestial (angel) Lawful Good 22 (natural armor) - 287 (25d8 + 175) + 287 (25d8+175) walk 50 ft., fly 150 ft. 26 24 @@ -599,7 +590,6 @@ charmed, exhaustion, frightened, paralyzed, poisoned truesight 120 ft. - Guildmasters' Guide to Ravnica p. 230 Legendary Resistance (3/Day) If Aurelia fails a saving throw, she can choose to succeed instead. @@ -660,7 +650,7 @@ construct Unaligned 11 - 22 (4d6 + 8) + 22 (4d6+8) walk 30 ft. 11 13 @@ -678,7 +668,6 @@ exhaustion, poisoned darkvision 60 ft. - Guildmasters' Guide to Ravnica p. 221 Claws Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage. @@ -700,7 +689,7 @@ construct Unaligned 12 - 31 (7d6 + 7) + 31 (7d6+7) walk 30 ft., fly 30 ft. 9 15 @@ -718,7 +707,6 @@ exhaustion, poisoned darkvision 60 ft. - Guildmasters' Guide to Ravnica p. 221 Claws Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage. @@ -745,7 +733,7 @@ dragon Chaotic Neutral 22 (natural armor) - 370 (19d20 + 171) + 370 (19d20+171) walk 40 ft., climb 30 ft., fly 80 ft. 29 14 @@ -763,7 +751,6 @@ charmed blindsight 60 ft., darkvision 120 ft. - Guildmasters' Guide to Ravnica p. 241 Legendary Resistance (3/Day) If Niv-Mizzet fails a saving throw, he can choose to succeed instead. @@ -849,7 +836,7 @@ elemental Chaotic Neutral 16 - 142 (19d8 + 57) + 142 (19d8+57) walk 0 ft., fly 120 ft. 15 22 @@ -867,7 +854,6 @@ exhaustion, grappled, paralyzed, petrified, poisoned, restrained, unconscious darkvision 60 ft. - Guildmasters' Guide to Ravnica p. 193 Flyby The arclight phoenix doesn't provoke an opportunity attack when it flies out of an enemy's reach. @@ -904,7 +890,7 @@ elemental Chaotic Neutral 13 - 45 (7d8 + 14) + 45 (7d8+14) walk 40 ft., swim 60 ft. 16 16 @@ -922,7 +908,6 @@ exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious darkvision 60 ft. - Guildmasters' Guide to Ravnica p. 207 Feed on Fire If 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 @@ elemental Chaotic Neutral 16 (natural armor) - 60 (8d10 + 16) + 60 (8d10+16) walk 0 ft., fly 60 ft. 15 18 @@ -974,7 +959,6 @@ exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious darkvision 60 ft. - Guildmasters' Guide to Ravnica p. 208 Amplify Lightning Whenever 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 @@ elemental Chaotic Neutral 12 (natural armor) - 22 (3d8 + 9) + 22 (3d8+9) walk 30 ft. 14 10 @@ -1024,7 +1008,6 @@ exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious darkvision 60 ft. - Guildmasters' Guide to Ravnica p. 209 Death Burst When 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 @@ fey Lawful Good 16 (natural armor) - 143 (22d8 + 44) + 143 (22d8+44) walk 30 ft. 12 19 @@ -1064,7 +1047,6 @@ darkvision 60 ft. - Guildmasters' Guide to Ravnica p. 194 Magic Resistance The dryad has advantage on saving throws against spells and other magical effects. @@ -1114,7 +1096,7 @@ fey Neutral Good 17 (natural armor) - 252 (24d10 + 120) + 252 (24d10+120) walk 30 ft. 19 14 @@ -1132,7 +1114,6 @@ charmed, grappled darkvision 120 ft. - Guildmasters' Guide to Ravnica p. 252 Legendary Resistance (3/Day) If Trostani fails a saving throw, she can choose to succeed instead. @@ -1231,7 +1212,6 @@ poisoned darkvision 120 ft. - Guildmasters' Guide to Ravnica p. 195 Last Laugh When 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 Evil 18 (plate armor) - 127 (15d10 + 45) + 127 (15d10+45) walk 30 ft. 18 17 @@ -1289,7 +1269,6 @@ poisoned truesight 120 ft. - Guildmasters' Guide to Ravnica p. 196 Aura of Blood Lust When 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 Evil 20 (natural armor) - 300 (24d12 + 144) + 300 (24d12+144) walk 40 ft., fly 80 ft. 26 15 @@ -1355,7 +1334,6 @@ charmed, exhaustion, frightened, poisoned truesight 120 ft. - Guildmasters' Guide to Ravnica p. 247 Captivating Presence Any 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 Evil 17 (natural armor) - 157 (15d12 + 60) + 157 (15d12+60) walk 40 ft. 23 6 @@ -1440,7 +1418,6 @@ poisoned truesight 120 ft. - Guildmasters' Guide to Ravnica p. 197 Aura of Mind Erosion Any 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 @@ giant Chaotic Evil 14 (natural armor) - 103 (9d12 + 45) + 103 (9d12+45) walk 40 ft. 23 9 @@ -1503,7 +1480,6 @@ - Guildmasters' Guide to Ravnica p. 200 Chain Melee 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 @@ giant Chaotic Neutral 14 (natural armor) - 270 (20d12 + 140) + 270 (20d12+140) walk 40 ft. 24 11 @@ -1548,7 +1524,6 @@ charmed, frightened tremorsense 60 ft. - Guildmasters' Guide to Ravnica p. 238 Legendary Resistance (3/Day) If Borborygmos fails a saving throw, he can choose to succeed instead. @@ -1611,7 +1586,7 @@ giant Lawful Neutral 19 (half plate armor) - 137 (11d12 + 66) + 137 (11d12+66) walk 40 ft. 24 17 @@ -1629,7 +1604,6 @@ - Guildmasters' Guide to Ravnica p. 201 Vigilant The giant can't be surprised. @@ -1660,7 +1634,7 @@ giant Unaligned 14 (half plate armor) - 115 (10d10 + 60) + 115 (10d10+60) walk 30 ft. 24 9 @@ -1678,7 +1652,6 @@ charmed, exhaustion, frightened, paralyzed, petrified, poisoned darkvision 60 ft. - Guildmasters' Guide to Ravnica p. 216 Magic Resistance The cyclops has advantage on saving throws against spells and other magical effects. @@ -1707,7 +1680,7 @@ giant Lawful Evil 18 (plate armor) - 84 (8d10 + 40) + 84 (8d10+40) walk 40 ft. 23 13 @@ -1725,7 +1698,6 @@ darkvision 60 ft. - Guildmasters' Guide to Ravnica p. 202 Focus As 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 @@ giant Chaotic Neutral 20 (stone armor) - 138 (12d12 + 60) + 138 (12d12+60) walk 40 ft. 23 15 @@ -1774,7 +1746,6 @@ darkvision 60 ft. - Guildmasters' Guide to Ravnica p. 202 Reckless At 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 Good 18 (natural armor) - 52 (8d8 + 16) + 52 (8d8+16) walk 30 ft. 18 11 @@ -1832,7 +1803,6 @@ - Guildmasters' Guide to Ravnica p. 217 Amphibious The hybrid can breathe air and water. @@ -1857,7 +1827,7 @@ humanoid (Simic hybrid) Neutral Good 13 - 39 (6d8 + 12) + 39 (6d8+12) walk 30 ft., fly 40 ft. 12 16 @@ -1875,7 +1845,6 @@ - Guildmasters' Guide to Ravnica p. 217 Multiattack The hybrid makes two javelin attacks. It can replace one javelin attack with Spit Acid. @@ -1901,7 +1870,7 @@ humanoid (Simic hybrid) Neutral Good 14 - 26 (4d8 + 8) + 26 (4d8+8) walk 40 ft. 12 19 @@ -1919,7 +1888,6 @@ poisoned darkvision 30 ft. - Guildmasters' Guide to Ravnica p. 217 Assassinate During 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 Good 12 - 39 (6d8 + 12) + 39 (6d8+12) walk 30 ft. 13 14 @@ -1962,7 +1930,6 @@ - Guildmasters' Guide to Ravnica p. 218 Electrified Body Any 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 Good 13 - 22 (4d8 + 4) + 22 (4d8+4) walk 30 ft., climb 30 ft. 11 17 @@ -2014,7 +1981,6 @@ darkvision 60 ft. - Guildmasters' Guide to Ravnica p. 218 Chameleon Skin The hybrid has advantage on Dexterity (Stealth) checks made to hide. @@ -2043,7 +2009,7 @@ humanoid (any race) Neutral Good 17 (splint armor) - 110 (17d8 + 34) + 110 (17d8+34) walk 30 ft. 10 15 @@ -2061,7 +2027,6 @@ - Guildmasters' Guide to Ravnica p. 256 Bolstering Presence The 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 Evil 12, 15 (with mage armor) - 78 (12d8 + 24) + 78 (12d8+24) walk 30 ft. 16 14 @@ -2118,7 +2083,6 @@ darkvision 120 ft. - Guildmasters' Guide to Ravnica p. 248 Blood Witch Dance The 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 Neutral 15 (chain shirt) - 37 (5d8 + 15) + 37 (5d8+15) walk 30 ft. 14 15 @@ -2178,7 +2142,6 @@ - Guildmasters' Guide to Ravnica p. 242 Empowered 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 Neutral 13, 16 (with mage armor) - 39 (6d8 + 12) + 39 (6d8+12) walk 30 ft. 13 16 @@ -2227,7 +2190,6 @@ - Guildmasters' Guide to Ravnica p. 242 Counterflux 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 Neutral 14 (hide armor) - 90 (12d8 + 36) + 90 (12d8+36) walk 30 ft. 11 15 @@ -2272,7 +2234,6 @@ - Guildmasters' Guide to Ravnica p. 239 Siege Monster The druid deals double damage to objects and structures. @@ -2310,7 +2271,7 @@ humanoid (any race) Lawful Good 18 (plate armor) - 117 (18d8 + 36) + 117 (18d8+36) walk 30 ft. 16 10 @@ -2328,7 +2289,6 @@ - Guildmasters' Guide to Ravnica p. 231 Multiattack The firefist makes two greatsword attacks. @@ -2364,7 +2324,7 @@ humanoid (any race) Chaotic Neutral 12, 15 (with mage armor) - 55 (10d8 + 10) + 55 (10d8+10) walk 30 ft. 10 15 @@ -2382,7 +2342,6 @@ - Guildmasters' Guide to Ravnica p. 242 Fluxbending 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 Good 20 (plate armor) - 19 (3d8 + 6) + 19 (3d8+6) walk 30 ft. 15 10 @@ -2427,7 +2386,6 @@ - Guildmasters' Guide to Ravnica p. 231 Spear 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. @@ -2452,7 +2410,7 @@ humanoid (any race) Chaotic Neutral 13 - 52 (8d8 + 16) + 52 (8d8+16) walk 30 ft. 10 17 @@ -2470,7 +2428,6 @@ - Guildmasters' Guide to Ravnica p. 243 Galvanic 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 Good 13 (hide armor) - 39 (6d8 + 12) + 39 (6d8+12) walk 30 ft. 13 12 @@ -2523,7 +2480,6 @@ - Guildmasters' Guide to Ravnica p. 253 Speak with Beasts The horncaller can communicate with beasts as if they shared a language. @@ -2557,7 +2513,7 @@ humanoid (any race) Lawful Neutral 15 (breastplate) - 84 (13d8 + 26) + 84 (13d8+26) walk 30 ft. 13 12 @@ -2575,7 +2531,6 @@ - Guildmasters' Guide to Ravnica p. 228 Quarterstaff Melee 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. 233 Special Equipment The mage wears a Spies' Murmur (see chapter 5). @@ -2666,7 +2620,6 @@ truesight 120 ft. - Guildmasters' Guide to Ravnica p. 228 Quarterstaff Melee 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 Evil 12 (leather armor) - 27 (5d8 + 5) + 27 (5d8+5) walk 30 ft. 11 12 @@ -2715,7 +2668,6 @@ - Guildmasters' Guide to Ravnica p. 248 Club Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. @@ -2740,7 +2692,7 @@ humanoid (any race) Chaotic Evil 13 - 22 (4d8 + 4) + 22 (4d8+4) walk 40 ft., climb 30 ft. 13 17 @@ -2758,7 +2710,6 @@ - Guildmasters' Guide to Ravnica p. 249 Nimble The performer can take the Disengage action as a bonus action on each of its turns. @@ -2782,7 +2733,7 @@ humanoid (any race) Chaotic Evil 13 - 22 (4d8 + 4) + 22 (4d8+4) walk 40 ft., climb 30 ft. 13 17 @@ -2800,7 +2751,6 @@ - Guildmasters' Guide to Ravnica p. 249 Nimble The performer can take the Disengage action as a bonus action on each of its turns. @@ -2828,7 +2778,7 @@ humanoid (any race) Chaotic Evil 13 - 22 (4d8 + 4) + 22 (4d8+4) walk 40 ft., climb 30 ft. 13 17 @@ -2846,7 +2796,6 @@ - Guildmasters' Guide to Ravnica p. 249 Nimble The performer can take the Disengage action as a bonus action on each of its turns. @@ -2870,7 +2819,7 @@ humanoid (any race) Lawful Neutral 18 (plate armor) - 52 (8d8 + 16) + 52 (8d8+16) walk 30 ft. 16 12 @@ -2888,7 +2837,6 @@ - Guildmasters' Guide to Ravnica p. 231 First Strike The reckoner has advantage on initiative rolls. @@ -2922,7 +2870,7 @@ humanoid (any race) Chaotic Neutral 14 (piecemeal armor) - 11 (2d8 + 2) + 11 (2d8+2) walk 30 ft., climb 30 ft. 10 15 @@ -2940,7 +2888,6 @@ - Guildmasters' Guide to Ravnica p. 239 Ambusher In 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 Neutral 16 (breastplate) - 11 (2d8 + 2) + 11 (2d8+2) walk 30 ft. 13 14 @@ -2994,7 +2941,6 @@ - Guildmasters' Guide to Ravnica p. 243 Explosive Tank When 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 alignment 18 (chain mail) - 16 (3d8 + 3) + 16 (3d8+3) walk 30 ft. 13 12 @@ -3036,7 +2982,6 @@ - Guildmasters' Guide to Ravnica p. 226 Formation Tactics The 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. 233 Cunning Action On 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 Evil 14 (hide armor) - 88 (16d8 + 16) + 88 (16d8+16) walk 30 ft. 11 15 @@ -3132,7 +3076,6 @@ darkvision 60 ft. - Guildmasters' Guide to Ravnica p. 236 Fey Ancestry The shaman has advantage on saving throws against being charmed, and magic can't put it to sleep. @@ -3175,7 +3118,7 @@ humanoid (kraul) Lawful Evil 18 (natural armor) - 65 (10d8 + 20) + 65 (10d8+20) walk 30 ft., climb 30 ft., fly 40 ft. 16 12 @@ -3193,7 +3136,6 @@ darkvision 60 ft. - Guildmasters' Guide to Ravnica p. 214 Feed on Death When 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 Evil 18 (natural armor) - 27 (5d8 + 5) + 27 (5d8+5) walk 30 ft., climb 30 ft. 15 12 @@ -3258,7 +3200,6 @@ darkvision 60 ft. - Guildmasters' Guide to Ravnica p. 213 Hive Mind The 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 Neutral 16 (natural armor) - 130 (20d8 + 40) + 130 (20d8+40) walk 30 ft., swim 40 ft. 11 14 @@ -3310,7 +3251,6 @@ darkvision 60 ft. - Guildmasters' Guide to Ravnica p. 255 Amphibious Zegana can breathe air and water. @@ -3376,7 +3316,7 @@ monstrosity Unaligned 15 (natural armor) - 19 (3d8 + 6) + 19 (3d8+6) walk 30 ft. 16 15 @@ -3394,7 +3334,6 @@ - Guildmasters' Guide to Ravnica p. 210 Amphibious The krasis can breathe air and water. @@ -3447,7 +3386,7 @@ monstrosity Unaligned 15 (natural armor) - 136 (16d10 + 48) + 136 (16d10+48) walk 40 ft. 18 14 @@ -3465,7 +3404,6 @@ - Guildmasters' Guide to Ravnica p. 211 Amphibious The krasis can breathe air and water. @@ -3518,7 +3456,7 @@ monstrosity Unaligned 16 (natural armor) - 287 (25d12 + 125) + 287 (25d12+125) walk 40 ft. 23 12 @@ -3536,7 +3474,6 @@ - Guildmasters' Guide to Ravnica p. 212 Amphibious The krasis can breathe air and water. @@ -3594,7 +3531,7 @@ monstrosity Lawful Neutral 17 (natural armor) - 261 (18d20 + 72) + 261 (18d20+72) walk 40 ft., fly 60 ft. 20 14 @@ -3612,7 +3549,6 @@ charmed, frightened truesight 120 ft. - Guildmasters' Guide to Ravnica p. 227 Inscrutable Isperia 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 @@ monstrosity Unaligned 15 (breastplate) - 37 (5d10 + 10) + 37 (5d10+10) walk 20 ft., fly 90 ft. 20 13 @@ -3703,7 +3639,6 @@ - Guildmasters' Guide to Ravnica p. 219 Keen Sight The roc has advantage on Wisdom (Perception) checks that rely on sight. @@ -3734,7 +3669,7 @@ monstrosity Unaligned 18 (natural armor) - 216 (16d20 + 48) + 216 (16d20+48) walk 10 ft., fly 60 ft. 23 15 @@ -3752,7 +3687,6 @@ - Guildmasters' Guide to Ravnica p. 220 Amphibious The skyswimmer can breathe air and water. @@ -3781,7 +3715,7 @@ monstrosity Lawful Evil 16 (natural armor) - 120 (16d8 + 48) + 120 (16d8+48) walk 30 ft. 16 18 @@ -3799,7 +3733,6 @@ darkvision 60 ft. - Guildmasters' Guide to Ravnica p. 222 Magic Resistance The medusa has advantage on saving throws against spells and other magical effects. @@ -3840,7 +3773,7 @@ monstrosity Unaligned 18 (natural armor) - 200 (16d12 + 96) + 200 (16d12+96) walk 50 ft., burrow 30 ft. 24 10 @@ -3858,7 +3791,6 @@ blindsight 60 ft., tremorsense 60 ft. - Guildmasters' Guide to Ravnica p. 225 Siege Monster The wurm deals double damage to objects and structures. @@ -3886,7 +3818,7 @@ monstrosity (shapechanger) Lawful Evil 18 (natural armor) - 204 (24d8 + 96) + 204 (24d8+96) walk 40 ft. 16 24 @@ -3904,7 +3836,6 @@ charmed, frightened, poisoned darkvision 120 ft. - Guildmasters' Guide to Ravnica p. 232 Elusive No attack roll has advantage against Lazav unless he is incapacitated. @@ -3963,7 +3894,7 @@ humanoid (any race) Chaotic Neutral 13 (hide armor) - 11 (2d8 + 2) + 11 (2d8+2) walk 30 ft. 14 13 @@ -3981,7 +3912,6 @@ - Guildmasters' Guide to Ravnica p. 239 Aggressive As a bonus action, the anarch can move up to its speed toward a hostile creature it can see. @@ -4005,7 +3935,7 @@ undead Lawful Evil 16 (natural armor) - 90 (12d8 + 36) + 90 (12d8+36) walk 40 ft., fly 40 ft. 16 18 @@ -4023,7 +3953,6 @@ darkvision 60 ft. - Guildmasters' Guide to Ravnica p. 223 Multiattack The vampire makes three melee attacks, only one of which can be a bite attack. @@ -4063,7 +3992,7 @@ undead Lawful Evil 14 (natural armor) - 97 (15d8 + 30) + 97 (15d8+30) walk 30 ft. 11 16 @@ -4081,7 +4010,6 @@ charmed, exhaustion, frightened, paralyzed, poisoned truesight 120 ft. - Guildmasters' Guide to Ravnica p. 198 Legendary Resistance (3/Day) If the lich fails a saving throw, it can choose to succeed instead. @@ -4143,7 +4071,7 @@ undead Lawful Evil 16 (natural armor) - 136 (16d10 + 48) + 136 (16d10+48) walk 30 ft., fly 60 ft. 20 16 @@ -4161,7 +4089,6 @@ charmed, exhaustion, frightened, poisoned darkvision 120 ft. - Guildmasters' Guide to Ravnica p. 215 Death Link If 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. 206 Incorporeal Movement The 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 @@ undead Lawful Evil 17 (natural armor) - 180 (24d8 + 72) + 180 (24d8+72) walk 30 ft. 14 16 @@ -4255,7 +4181,6 @@ charmed, exhaustion, frightened, paralyzed, poisoned darkvision 120 ft. - Guildmasters' Guide to Ravnica p. 235 Legendary Resistance (3/Day) If Jarad fails a saving throw, he can choose to succeed instead. @@ -4334,7 +4259,7 @@ undead Lawful Evil 14 - 55 (10d8 + 10) + 55 (10d8+10) walk 30 ft., fly 30 ft. 16 18 @@ -4352,7 +4277,6 @@ darkvision 60 ft. - Guildmasters' Guide to Ravnica p. 224 Shadow Stealth While in dim light or darkness, the vampire can take the Hide action as a bonus action. @@ -4403,7 +4327,7 @@ undead Lawful Evil 17 (natural armor) - 105 (14d8 + 42) + 105 (14d8+42) walk 30 ft. 18 19 @@ -4421,7 +4345,6 @@ charmed, exhaustion, frightened, poisoned darkvision 120 ft. - Guildmasters' Guide to Ravnica p. 215 Mount If 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 @@ undead Lawful Evil 14 (natural armor) - 110 (20d8 + 20) + 110 (20d8+20) walk 0 ft., fly 30 ft. 10 10 @@ -4477,7 +4400,6 @@ charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained darkvision 60 ft. - Guildmasters' Guide to Ravnica p. 245 Council of Five The ghost has a trait based on who it is, as shown below: @@ -4545,7 +4467,7 @@ humanoid (merfolk) Neutral 11 - 11 (2d8 + 2) + 11 (2d8+2) walk 10 ft., swim 40 ft. 10 13 @@ -4563,7 +4485,6 @@ - Guildmasters' Guide to Ravnica p. 187 Amphibious The merfolk can breathe air and water. @@ -4582,7 +4503,7 @@ monstrosity Lawful Neutral 17 (natural armor) - 136 (16d10 + 48) + 136 (16d10+48) walk 40 ft., fly 60 ft. 18 15 @@ -4600,7 +4521,6 @@ charmed, frightened truesight 120 ft. - Guildmasters' Guide to Ravnica p. 183 Inscrutable The 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 @@ monstrosity Unaligned 15 (natural armor) - 60 (8d8 + 24) + 60 (8d8+24) walk 30 ft. 16 12 @@ -25,7 +25,6 @@ blindsight 60 ft. - Hunt for the Thessalhydra Keen Smell The demogorgon has advantage on Wisdom (Perception) checks that rely on smell. @@ -61,7 +60,7 @@ monstrosity Unaligned 14 (natural armor) - 69 (6d12 + 30) + 69 (6d12+30) walk 30 ft., swim 30 ft. 19 12 @@ -79,7 +78,6 @@ blinded, charmed, deafened, frightened, stunned darkvision 60 ft. - Hunt for the Thessalhydra, Infernal Machine Rebuild Multiattack The 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 @@ giant Chaotic Neutral 15 (natural armor) - 123 (13d12 + 39) + 123 (13d12+39) walk 40 ft. 21 8 @@ -25,7 +25,6 @@ darkvision 60 ft. - Infernal Machine Rebuild p. 53 Two Heads The 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 Evil 15 (studded leather armor) - 78 (12d8 + 24) + 78 (12d8+24) walk 30 ft. 11 16 @@ -100,7 +99,6 @@ - Infernal Machine Rebuild p. 52 Rust Monster Cloak Any 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 Evil 13 (leather armor) - 136 (16d8 + 64) + 136 (16d8+64) walk 30 ft. 18 14 @@ -163,7 +161,6 @@ charmed, exhaustion, frightened, paralyzed, poisoned, stunned darkvision 60ft. - Infernal Machine Rebuild p. 54 Special Equipment Lynx'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 Evil 14 (breastplate) - 104 (19d8 + 19) + 104 (19d8+19) walk 30 ft. 10 12 @@ -230,7 +227,6 @@ - Infernal Machine Rebuild p. 55 Special Equipment Moghadam wields Ruinblade (see appendix C). @@ -281,7 +277,7 @@ humanoid (human) Lawful Evil 20 (plate armor) - 112 (15d8 + 45) + 112 (15d8+45) walk 30 ft. 18 15 @@ -299,7 +295,6 @@ - Infernal Machine Rebuild p. 56 Special Equipment Sir Ursas wears a ring of mind shielding and plate armor of fire resistance. @@ -346,7 +341,7 @@ humanoid (human) Neutral Evil 14 (breastplate) - 104 (7d10 + 14) + 104 (7d10+14) walk 30 ft. 10 12 @@ -364,7 +359,6 @@ poisoned - Infernal Machine Rebuild p. 57 Special Equipment Thessalar wields a +1 dagger coated with thessaltoxin poison (see appendix C). @@ -410,7 +404,7 @@ construct Neutral 15 (natural armor) - 7 (2d4 + 2) + 7 (2d4+2) walk 40 ft., climb 40 ft. 4 15 @@ -428,7 +422,6 @@ charmed, poisoned darkvision 60 - Infernal Machine Rebuild p. 86 Telepathic Bond While 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 Evil 16 (natural armor) - 207 (18d12 + 90) + 207 (18d12+90) walk 20 ft., swim 60 ft. 24 11 @@ -465,7 +458,6 @@ charmed, frightened, paralyzed truesight 120 ft. - Infernal Machine Rebuild p. 87 Amphibious The thessalkraken can breathe air and water. @@ -530,7 +522,7 @@ beast Unaligned 12 (natural armor) - 19 (3d10 + 3) + 19 (3d10+3) walk 20 ft., swim 30 ft. 15 10 @@ -548,7 +540,6 @@ - Infernal Machine Rebuild p. 89 Hold Breath The two-headed crocodile can hold its breath for 15 minutes. @@ -579,7 +570,7 @@ monstrosity Unaligned 13 (natural armor) - 59 (7d10 + 21) + 59 (7d10+21) walk 40 ft. 20 12 @@ -597,7 +588,6 @@ darkvision 60 - Infernal Machine Rebuild p. 90 Two Heads The 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 @@ aberration Neutral 16 (natural armor) - 150 (12d12 + 72) + 150 (12d12+72) walk 30 ft. 20 11 @@ -647,7 +637,6 @@ poisoned darkvision 120 ft. - Infernal Machine Rebuild p. 75 Limited Telepathy The 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 Alignment 15 (studded leather armor) - 78 (12d8 + 24) + 78 (12d8+24) walk 30 ft. 11 16 @@ -705,7 +694,6 @@ - Infernal Machine Rebuild p. 31 Assassinate During 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 @@ undead Any alignment 11 (natural armor) - 58 (9d8 + 18) + 58 (9d8+18) walk 0 ft. 1 1 @@ -759,7 +747,6 @@ charmed, exhaustion, frightened darkvision 60 ft. - Infernal Machine Rebuild p. 48 Detect Sentience The 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. 15 Dark Devotion The worker has advantage on saving throws against being charmed or frightened. @@ -826,7 +812,7 @@ monstrosity Lawful Evil 15 (natural armor) - 127 (17d8 + 51) + 127 (17d8+51) walk 30 ft. 10 15 @@ -844,7 +830,6 @@ darkvision 60 ft. - Infernal Machine Rebuild p. 47 Petrifying Gaze When 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 @@ plant Chaotic Good 16 (natural armor) - 138 (12d12 + 60) + 138 (12d12+60) walk 30 ft. 23 8 @@ -897,7 +882,6 @@ fire - Infernal Machine Rebuild p. 5 False Appearance While Grandfather Oak remains motionless, it is indistinguishable from a normal tree. @@ -951,7 +935,6 @@ - Infernal Machine Rebuild p. 41 Rapier Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage. @@ -970,7 +953,7 @@ beast Neutral 12 - 19 (3d10 + 3) + 19 (3d10+3) walk 5 ft., fly 60 ft. 13 15 @@ -988,7 +971,6 @@ darkvision 120 ft. - Infernal Machine Rebuild p. 33 Flyby The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. @@ -1011,7 +993,7 @@ beast Unaligned 12 (natural armor) - 42 (5d10 + 15) + 42 (5d10+15) walk 40 ft., swim 30 ft. 20 10 @@ -1029,7 +1011,6 @@ - Infernal Machine Rebuild p. 34 Keen Smell The bear has advantage on Wisdom (Perception) checks that rely on smell. @@ -1057,7 +1038,7 @@ monstrosity Unaligned 13 (natural armor) - 59 (7d10 + 21) + 59 (7d10+21) walk 40 ft. 20 12 @@ -1075,7 +1056,6 @@ darkvision 60 ft. - Infernal Machine Rebuild p. 36 Keen Sight and Smell The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. @@ -1103,7 +1083,7 @@ monstrosity Unaligned 13 (natural armor) - 59 (7d10 + 21) + 59 (7d10+21) walk 40 ft. 20 12 @@ -1121,7 +1101,6 @@ darkvision 60 - Infernal Machine Rebuild p. 36 Two Heads The 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 alignment 12, 15 (with mage armor) - 91 (14d8 + 28) + 91 (14d8+28) walk 30 ft. 9 14 @@ -1171,7 +1150,6 @@ darkvision 60 ft. - Infernal Machine Rebuild p. 33 Whispering Aura At 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 Evil 19 (natural armor) - 262 (21d12 + 126) + 262 (21d12+126) walk 40 ft., fly 80 ft. 26 15 @@ -1222,7 +1200,6 @@ poisoned truesight 120 ft. - Infernal Machine Rebuild p. 19 Death Throes When 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, poisoned darkvision 60 ft. - Infernal Machine Rebuild p. 35 Telepathic Bond While 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. 17 Dark Devotion The 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 Good 18 (natural armor) - 90 (12d8 + 36) + 90 (12d8+36) walk 30 ft. 14 10 @@ -25,7 +25,6 @@ - Locathah Rising p. 15 Hearth of Moonlight and Shadow 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. @@ -83,7 +82,7 @@ humanoid Neutral Evil 17 (natural armor) - 144 (17d8 + 68) + 144 (17d8+68) walk 30 ft., swim 30 ft. 16 16 @@ -101,7 +100,6 @@ - Locathah Rising p. 18 Amphibious Gar can breathe air and water. @@ -189,7 +187,7 @@ monstrosity (titan) Chaotic Evil 16 (natural armor) - 207 (18d12 + 90) + 207 (18d12+90) walk 20 ft., swim 50 ft. 24 11 @@ -207,7 +205,6 @@ frightened, paralyzed truesight 120 ft. - Locathah Rising p. 21 Amphibious The kraken can breathe air and water. @@ -245,7 +242,7 @@ humanoid (water genasi) Lawful Evil 11, 14 (with mage armor) - 75 (10d8 + 30) + 75 (10d8+30) walk 30 ft., swim 30 ft. 12 12 @@ -263,7 +260,6 @@ - Locathah Rising p. 23 Amphibious Shoalar can breathe air and water. @@ -299,7 +295,7 @@ humanoid (any race) Any Evil Alignment 10 - 75 (10d8 + 30) + 75 (10d8+30) walk 30 ft., swim 30 ft. 12 10 @@ -317,7 +313,6 @@ - Locathah Rising p. 20 Amphibious Whymsee can breathe air and water. @@ -348,7 +343,7 @@ humanoid (any race) Any Evil Alignment 10 - 75 (10d8 + 30) + 75 (10d8+30) walk 30 ft., swim 30 ft. 12 10 @@ -366,7 +361,6 @@ - Locathah Rising p. 20 Amphibious Fhenimore 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, S Concentration, up to 1 hour Warlock, Wizard - Lost Laboratory of Kwalish p. 57 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. @@ -30,7 +29,6 @@ V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes) 10 minutes Warlock, Wizard - Lost Laboratory of Kwalish p. 57 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. @@ -49,7 +47,6 @@ V, S, M (a fragment of stone, wood, or other building material) 24 hours Wizard - Lost Laboratory of Kwalish p. 57 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 @@ -74,7 +71,7 @@ undead Any alignment 11 (natural armor) - 58 (9d8 + 18) + 58 (9d8+18) walk 0 ft. 1 1 @@ -92,7 +89,6 @@ charmed, exhaustion, frightened darkvision 60 ft. - Lost Laboratory of Kwalish p. 38, Infernal Machine Rebuild Detect Sentience 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. @@ -122,7 +118,7 @@ construct Unaligned 17 (natural armor) - 142 (15d10 + 60) + 142 (15d10+60) walk 30 ft. 20 12 @@ -140,7 +136,6 @@ charmed, exhaustion, frightened, paralyzed, petrified, poisoned darkvision 120 ft. - Lost Laboratory of Kwalish p. 38 Magic Resistance The clockwork kraken has advantage on saving throws against spells and other magical effects. @@ -168,7 +163,7 @@ humanoid Chaotic Neutral 14 (natural armor) - 44 (8d8 + 8) + 44 (8d8+8) walk 30 ft. 11 14 @@ -186,7 +181,6 @@ - Lost Laboratory of Kwalish p. 41 Special Equipment Garret wears a Ring of Warmth (included in his statistics) and wields a Gambler's Blade longsword. @@ -225,7 +219,7 @@ humanoid Neutral 12 (Bracers of Defense) - 45 (7d8 + 14) + 45 (7d8+14) walk 30 ft. 10 12 @@ -243,7 +237,6 @@ - Lost Laboratory of Kwalish p. 41 Special Equipment Mary wears Bracers of Defense and a Ring of Protection, and carries a Deck of Several Things @@ -278,7 +271,7 @@ ooze Unaligned 10 (natural armor) - 19 (2d8 + 10) + 19 (2d8+10) walk 30 ft. 14 3 @@ -296,7 +289,6 @@ blinded, charmed, deafened, exhaustion, frightened, prone blindsight 60 ft. - Lost Laboratory of Kwalish p. 46 Transparent 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. @@ -328,7 +320,7 @@ monstrosity Lawful Evil 15 (natural armor) - 127 (17d8 + 51) + 127 (17d8+51) walk 30 ft. 10 15 @@ -346,7 +338,6 @@ darkvision 60 ft. - Infernal Machine Rebuild p. 23 Petrifying Gaze 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. 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 @@ monstrosity Neutral 14 (natural armor) - 55 (10d8 + 10) + 55 (10d8+10) walk 10 ft., fly 50 ft. 13 14 @@ -25,7 +25,6 @@ paralyzed darkvision 60 ft. - Mordenkainen’s Fiendish Folio p. 4 Keen Smell The assassin bug has advantage on Wisdom @@ -63,7 +62,7 @@ humanoid (blindheim) Chaotic Neutral 14 (natural armor) - 26 (4d8 + 8) + 26 (4d8+8) walk 30 ft. 13 16 @@ -81,7 +80,6 @@ - Mordenkainen’s Fiendish Folio p. 5 Radiant Eyes 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. @@ -114,7 +112,7 @@ giant Neutral 16 (natural armor) - 68 (8d10 + 24) + 68 (8d10+24) walk 40 ft., swim 40 ft. 19 10 @@ -132,7 +130,6 @@ - Mordenkainen’s Fiendish Folio p. 6 Limited Amphibiousness The 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 Evil 13 (natural armor) - 16 (3d8 + 3) + 16 (3d8+3) walk 40 ft., climb 40 ft. 13 14 @@ -184,7 +181,6 @@ thunder frightened - Mordenkainen’s Fiendish Folio p. 7 Dire Cacophony 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. @@ -219,7 +215,7 @@ undead Chaotic Evil 15 (natural armor) - 136 (16d8 + 64) + 136 (16d8+64) walk 30 ft. 16 14 @@ -237,7 +233,6 @@ blinded, charmed, exhaustion, frightened, paralyzed, poisoned, stunned darkvision 60 ft. - Mordenkainen’s Fiendish Folio p. 8, Infernal Machine Rebuild Turn Immunity The eye of fear and flame is immune to effects that turn undead. @@ -280,7 +275,7 @@ fey Chaotic Neutral 16 (natural armor) - 45 (6d8 + 18) + 45 (6d8+18) walk 40 ft. 14 16 @@ -298,7 +293,6 @@ - Mordenkainen’s Fiendish Folio p. 9 Magic Resistance The forlarren has advantage on saving throws against spells and other magical effects. @@ -348,7 +342,7 @@ giant Neutral Evil 16 (chain mail) - 200 (16d12 + 96) + 200 (16d12+96) walk 40 ft. 27 10 @@ -366,7 +360,6 @@ - Mordenkainen’s Fiendish Folio p. 10 Denizen of the Mist During 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 Evil 11 - 3 (1d4 + 1) + 3 (1d4+1) walk 30 ft. 4 12 @@ -438,7 +431,6 @@ darkvision 30 ft. - Mordenkainen’s Fiendish Folio p. 11 Lurkers in Shadow Jermlaine are invisible to darkvision. @@ -483,7 +475,7 @@ elemental Neutral 20 (natural armor) - 11 (2d6 + 4) + 11 (2d6+4) walk 5 ft., fly 30 ft. 13 10 @@ -501,7 +493,6 @@ darkvision 60 ft. - Mordenkainen’s Fiendish Folio p. 12 Iron Scent The khargra can scent the location of ferrous metal within 30 feet of it. @@ -537,7 +528,7 @@ fey Neutral 14 - 7 (2d4 + 2) + 7 (2d4+2) walk 30 ft., climb 30 ft. 4 19 @@ -555,7 +546,6 @@ - Mordenkainen’s Fiendish Folio p. 13 Slam Melee weapon attack: +-1 to hit, reach 5 ft., one target. 1 bludgeoning damage. @@ -605,7 +595,6 @@ - Mordenkainen’s Fiendish Folio p. 14 Vexing Presence While within 30 feet of a mite that can see it, a non-fey creature has disadvantage on Dexterity checks and @@ -638,7 +627,7 @@ plant Chaotic Evil 13 - 16 (3d8 + 3) + 16 (3d8+3) walk 30 ft., climb 20 ft. 13 17 @@ -656,7 +645,6 @@ blinded, deafened, exhaustion blindsight 30 ft. - Mordenkainen’s Fiendish Folio p. 16 Close Quarters Shooting 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. @@ -692,7 +680,7 @@ plant Chaotic Evil 15 (natural armor) - 45 (6d10 + 12) + 45 (6d10+12) walk 40 ft. 18 11 @@ -710,7 +698,6 @@ blinded, deafened, exhaustion blindsight 30 ft. - Mordenkainen’s Fiendish Folio p. 16 Needle Defense 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. @@ -750,7 +737,7 @@ humanoid (goblinoid) Chaotic Evil 17 (natural armor) - 16 (3d8 + 3) + 16 (3d8+3) walk 30 ft. 13 10 @@ -768,7 +755,6 @@ - Mordenkainen’s Fiendish Folio p. 17 Multiattack The norker makes one mace and one bite attack. @@ -803,7 +789,7 @@ humanoid (goblinoid) Chaotic Evil 17 (natural armor) - 39 (6d8 + 12) + 39 (6d8+12) walk 30 ft. 16 10 @@ -821,7 +807,6 @@ - Mordenkainen’s Fiendish Folio p. 17 Multiattack The norker war leader makes one greataxe and one bite attack, and also uses Fight On, You Slugs. @@ -860,7 +845,7 @@ fey Lawful Evil 17 (natural armor) - 18 (4d6 + 4) + 18 (4d6+4) walk 0 ft., fly 40 ft. 4 16 @@ -878,7 +863,6 @@ - Mordenkainen’s Fiendish Folio p. 19 Agile Flier Opportunity attacks against the screaming devilkin have disadvantage while it is flying. @@ -913,7 +897,7 @@ aberration Chaotic Neutral 20 (natural armor) - 325 (26d10 + 182) + 325 (26d10+182) walk 40 ft., climb 40 ft., swim 40 ft. 24 18 @@ -931,7 +915,6 @@ charmed, exhaustion, frightened, poisoned truesight 120 ft. - Mordenkainen’s Fiendish Folio p. 20 Entropic Aura Each 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 @@ monstrosity Lawful Evil 16 (natural armor) - 33 (6d8 + 6) + 33 (6d8+6) walk 40 ft. 14 18 @@ -1024,7 +1007,6 @@ - Mordenkainen’s Fiendish Folio p. 21 Ethereal Jaunt As 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 @@ undead Unaligned 13 (natural armor) - 126 (11d12 + 55) + 126 (11d12+55) walk 20 ft., swim 50 ft. 23 11 @@ -25,7 +25,6 @@ bludgeoning exhaustion, poisoned blindsight 60 ft. - Sleeping Dragon's Wake Blood Frenzy The giant shark skeleton has advantage on melee attack rolls against any creature that doesn't have all its hit points. @@ -46,7 +45,7 @@ dragon Lawful Good 19 (natural armor) - 212 (17d12 + 102) + 212 (17d12+102) walk 40 ft., fly 80 ft., swim 40 ft. 25 10 @@ -64,7 +63,6 @@ blindsight 60 ft., darkvision 120 ft. - Sleeping Dragon's Wake Amphibious Lhammaruntosz 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 @@ elemental Chaotic Evil 17 (natural armor) - 147 (14d10 + 70) + 147 (14d10+70) walk 30 ft., fly 60 ft. 19 11 @@ -25,7 +25,6 @@ exhaustion, petrified, poisoned darkvision 60 ft. - Storm Lord's Wrath False Appearance While the statue remains motionless, it is indistinguishable from an inanimate statue. @@ -71,7 +70,6 @@ charmed, frightened, paralyzed, petrified, poisoned darkvision 60 ft. - Storm Lord's Wrath Sting 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. @@ -86,7 +84,7 @@ fiend Lawful Evil 15 (natural armor) - 45 (7d8 + 14) + 45 (7d8+14) walk 50 ft. 17 12 @@ -104,7 +102,6 @@ darkvision 60 ft. - Storm Lord's Wrath Keen Hearing and Smell Tooth-N-Claw has advantage on Wisdom (Perception) checks that rely on hearing or smell.