fix: Removed source element and fixed hp die roll format

This commit is contained in:
Chris Jennewein
2020-01-23 00:44:56 -07:00
parent b61ea93d5e
commit abb8b0fa11
12 changed files with 192 additions and 418 deletions

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@@ -11,7 +11,6 @@
<components>V</components> <components>V</components>
<duration>8 hours</duration> <duration>8 hours</duration>
<classes>Bard, Sorcerer, Wizard, Warlock</classes> <classes>Bard, Sorcerer, Wizard, Warlock</classes>
<source>Acquisitions Incorporated p. 75</source>
<text>Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered. <text>Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered.
You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC. 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: At Higher Levels:
@@ -29,7 +28,6 @@
<components>V</components> <components>V</components>
<duration>Concentration, up to 1 hour</duration> <duration>Concentration, up to 1 hour</duration>
<classes>Bard, Cleric, Wizard</classes> <classes>Bard, Cleric, Wizard</classes>
<source>Acquisitions Incorporated p. 75</source>
<text>When you need to make sure something gets done, you can't rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability. <text>When you need to make sure something gets done, you can't rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.
You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends. 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. When the spell ends, the creature knows it was charmed by you.
@@ -48,7 +46,6 @@
<components>V, S, R</components> <components>V, S, R</components>
<duration>Instantaneous</duration> <duration>Instantaneous</duration>
<classes>Bard, Wizard</classes> <classes>Bard, Wizard</classes>
<source>Acquisitions Incorporated p. 76</source>
<text>When I met Jim Darkmagic, I wondered how he got anything done in that outfit. I have since learned that most of his talents involve standing and talking. His outfit is perfect for that. <text>When I met Jim Darkmagic, I wondered how he got anything done in that outfit. I have since learned that most of his talents involve standing and talking. His outfit is perfect for that.
Jim Darkmagic is said to have invented this spell, originally calling it I said what?! Have you ever been talking to the local monarch and accidentally mentioned how their son looks like your favorite hog from when you were growing up on the family farm? We've all been there! But rather than being beheaded for an honest slip of the tongue, you can pretend it never happened—by ensuring that no one knows it happened. 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. 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 @@
<components>V, S, M (a gem worth at least 50 gp)</components> <components>V, S, M (a gem worth at least 50 gp)</components>
<duration>Concentration, up to 1 minute</duration> <duration>Concentration, up to 1 minute</duration>
<classes>Cleric, Wizard, Warlock</classes> <classes>Cleric, Wizard, Warlock</classes>
<source>Acquisitions Incorporated p. 76</source>
<text>When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present. <text>When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. 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 Source: Acquisitions Incorporated p. 76
@@ -81,7 +77,6 @@
<components>S, M (a coin), R</components> <components>S, M (a coin), R</components>
<duration>1 minute</duration> <duration>1 minute</duration>
<classes>Wizard</classes> <classes>Wizard</classes>
<source>Acquisitions Incorporated p. 76</source>
<text>Of the many tactics employed by master magician and renowned adventurer Jim Darkmagic, the old glowing coin trick is a time-honored classic. When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls. <text>Of the many tactics employed by master magician and renowned adventurer Jim Darkmagic, the old glowing coin trick is a time-honored classic. When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.
Source: Acquisitions Incorporated p. 76 Source: Acquisitions Incorporated p. 76
</text> </text>
@@ -96,7 +91,6 @@
<components>V, S, R</components> <components>V, S, R</components>
<duration>Instantaneous</duration> <duration>Instantaneous</duration>
<classes>Wizard</classes> <classes>Wizard</classes>
<source>Acquisitions Incorporated p. 76</source>
<text>Jim's magic missile is an ancient and powerful spell, as well as being the name of my band in Wizard Academy. <text>Jim's magic missile is an ancient and powerful spell, as well as being the name of my band in Wizard Academy.
Any apprentice wizard can cast a boring old magic missile. Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather's magic with this improved version of the spell, as used by Jim Darkmagic! 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. 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 @@
<components>V</components> <components>V</components>
<duration>1 hour</duration> <duration>1 hour</duration>
<classes>Bard, Cleric</classes> <classes>Bard, Cleric</classes>
<source>Acquisitions Incorporated p. 77</source>
<text>I once heard a motivational speech by Jim and it was the worst ninety seconds of my life. What does Omin see in him, anyway? <text>I once heard a motivational speech by Jim and it was the worst ninety seconds of my life. What does Omin see in him, anyway?
You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature. 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: At Higher Levels:
@@ -132,7 +125,7 @@
<type>aberration</type> <type>aberration</type>
<alignment>Chaotic Evil</alignment> <alignment>Chaotic Evil</alignment>
<ac>14 (natural armor)</ac> <ac>14 (natural armor)</ac>
<hp>52 (7d10 + 14)</hp> <hp>52 (7d10+14)</hp>
<speed>walk 40 ft., climb 40 ft.</speed> <speed>walk 40 ft., climb 40 ft.</speed>
<str>18</str> <str>18</str>
<dex>13</dex> <dex>13</dex>
@@ -150,7 +143,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>blindsight 120 ft. (blind beyond this radius)</senses> <senses>blindsight 120 ft. (blind beyond this radius)</senses>
<source>Acquisitions Incorporated p. 209</source>
<trait> <trait>
<name>Magic Resistance</name> <name>Magic Resistance</name>
<text>The chaos quadrapod has advantage on saving throws against spells and other magical effects.</text> <text>The chaos quadrapod has advantage on saving throws against spells and other magical effects.</text>
@@ -178,7 +170,7 @@
<type>construct</type> <type>construct</type>
<alignment>Neutral</alignment> <alignment>Neutral</alignment>
<ac>16 (natural armor)</ac> <ac>16 (natural armor)</ac>
<hp>22 (4d8 + 4)</hp> <hp>22 (4d8+4)</hp>
<speed>walk 30 ft., fly 60 ft.</speed> <speed>walk 30 ft., fly 60 ft.</speed>
<str>14</str> <str>14</str>
<dex>10</dex> <dex>10</dex>
@@ -196,7 +188,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune> <conditionImmune>blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
<senses>blindsight 60 ft., darkvision 60 ft.</senses> <senses>blindsight 60 ft., darkvision 60 ft.</senses>
<source>Acquisitions Incorporated p. 209</source>
<trait> <trait>
<name>False Appearance</name> <name>False Appearance</name>
<text>While the clockwork dragon remains motionless, it is indistinguishable from a metal statue.</text> <text>While the clockwork dragon remains motionless, it is indistinguishable from a metal statue.</text>
@@ -221,7 +212,7 @@
<type>construct</type> <type>construct</type>
<alignment>Unaligned</alignment> <alignment>Unaligned</alignment>
<ac>14 (natural armor)</ac> <ac>14 (natural armor)</ac>
<hp>39 (6d8 + 12)</hp> <hp>39 (6d8+12)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>16</str> <str>16</str>
<dex>16</dex> <dex>16</dex>
@@ -239,7 +230,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune> <conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Acquisitions Incorporated p. 212</source>
<trait> <trait>
<name>Customizable Storage</name> <name>Customizable Storage</name>
<text>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.</text> <text>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.</text>
@@ -277,7 +267,7 @@
<type>humanoid (goblinoid)</type> <type>humanoid (goblinoid)</type>
<alignment>Neutral Evil</alignment> <alignment>Neutral Evil</alignment>
<ac>15 (natural armor)</ac> <ac>15 (natural armor)</ac>
<hp>27 (6d6 + 6)</hp> <hp>27 (6d6+6)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>10</str> <str>10</str>
<dex>14</dex> <dex>14</dex>
@@ -295,7 +285,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Acquisitions Incorporated p. 213</source>
<trait> <trait>
<name>Defensive Advantage</name> <name>Defensive Advantage</name>
<text>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.</text> <text>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.</text>
@@ -337,7 +326,7 @@
<type>monstrosity</type> <type>monstrosity</type>
<alignment>Unaligned</alignment> <alignment>Unaligned</alignment>
<ac>18 (natural armor)</ac> <ac>18 (natural armor)</ac>
<hp>187 (15d12 + 90)</hp> <hp>187 (15d12+90)</hp>
<speed>walk 20 ft., fly 80 ft.</speed> <speed>walk 20 ft., fly 80 ft.</speed>
<str>23</str> <str>23</str>
<dex>16</dex> <dex>16</dex>
@@ -355,7 +344,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>blindsight 60 ft., darkvision 120 ft.</senses> <senses>blindsight 60 ft., darkvision 120 ft.</senses>
<source>Acquisitions Incorporated p. 211</source>
<trait> <trait>
<name>Magic Resistance</name> <name>Magic Resistance</name>
<text>The ancient deep crow has advantage on saving throws against spells and other magical effects.</text> <text>The ancient deep crow has advantage on saving throws against spells and other magical effects.</text>
@@ -414,7 +402,7 @@
<type>monstrosity</type> <type>monstrosity</type>
<alignment>Unaligned</alignment> <alignment>Unaligned</alignment>
<ac>17 (natural armor)</ac> <ac>17 (natural armor)</ac>
<hp>133 (14d10 + 56)</hp> <hp>133 (14d10+56)</hp>
<speed>walk 20 ft., fly 80 ft.</speed> <speed>walk 20 ft., fly 80 ft.</speed>
<str>20</str> <str>20</str>
<dex>16</dex> <dex>16</dex>
@@ -432,7 +420,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>blindsight 30 ft., darkvision 120 ft.</senses> <senses>blindsight 30 ft., darkvision 120 ft.</senses>
<source>Acquisitions Incorporated p. 210</source>
<trait> <trait>
<name>Magic Resistance</name> <name>Magic Resistance</name>
<text>The deep crow has advantage on saving throws against spells and other magical effects.</text> <text>The deep crow has advantage on saving throws against spells and other magical effects.</text>
@@ -476,7 +463,7 @@
<type>humanoid (dragonborn)</type> <type>humanoid (dragonborn)</type>
<alignment>Chaotic Good</alignment> <alignment>Chaotic Good</alignment>
<ac>18 (plate armor)</ac> <ac>18 (plate armor)</ac>
<hp>45 (7d8 + 14)</hp> <hp>45 (7d8+14)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>17</str> <str>17</str>
<dex>8</dex> <dex>8</dex>
@@ -494,7 +481,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Acquisitions Incorporated p. 201</source>
<trait> <trait>
<name>Champion Challenge (Recharges after a Short or Long Rest)</name> <name>Champion Challenge (Recharges after a Short or Long Rest)</name>
<text>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.</text> <text>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.</text>
@@ -539,7 +525,7 @@
<type>humanoid (elf)</type> <type>humanoid (elf)</type>
<alignment>Neutral</alignment> <alignment>Neutral</alignment>
<ac>12</ac> <ac>12</ac>
<hp>33 (6d8 + 6)</hp> <hp>33 (6d8+6)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>12</str> <str>12</str>
<dex>15</dex> <dex>15</dex>
@@ -557,7 +543,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Acquisitions Incorporated p. 205</source>
<trait> <trait>
<name>Fey Ancestry</name> <name>Fey Ancestry</name>
<text>Brahma has advantage on saving throws against being charmed, and magic can't put her to sleep.</text> <text>Brahma has advantage on saving throws against being charmed, and magic can't put her to sleep.</text>
@@ -595,7 +580,7 @@
<type>humanoid (elf)</type> <type>humanoid (elf)</type>
<alignment>Chaotic Neutral</alignment> <alignment>Chaotic Neutral</alignment>
<ac>14 (studded leather armor)</ac> <ac>14 (studded leather armor)</ac>
<hp>44 (8d8 + 8)</hp> <hp>44 (8d8+8)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>8</str> <str>8</str>
<dex>14</dex> <dex>14</dex>
@@ -613,7 +598,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses> <senses>darkvision 120 ft.</senses>
<source>Acquisitions Incorporated p. 202</source>
<trait> <trait>
<name>Special Equipment</name> <name>Special Equipment</name>
<text>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)</text> <text>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)</text>
@@ -661,7 +645,7 @@
<type>humanoid (elf)</type> <type>humanoid (elf)</type>
<alignment>Chaotic Neutral</alignment> <alignment>Chaotic Neutral</alignment>
<ac>16 (studded leather armor)</ac> <ac>16 (studded leather armor)</ac>
<hp>66 (12d8 + 12)</hp> <hp>66 (12d8+12)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>12</str> <str>12</str>
<dex>18</dex> <dex>18</dex>
@@ -679,7 +663,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Acquisitions Incorporated p. 199</source>
<trait> <trait>
<name>Fey Ancestry</name> <name>Fey Ancestry</name>
<text>Môrgæn has advantage on saving throws against being charmed, and magic can't put her to sleep.</text> <text>Môrgæn has advantage on saving throws against being charmed, and magic can't put her to sleep.</text>
@@ -724,7 +707,7 @@
<type>humanoid (elf)</type> <type>humanoid (elf)</type>
<alignment>Neutral Good Neutral Evil</alignment> <alignment>Neutral Good Neutral Evil</alignment>
<ac>15 (studded leather armor)</ac> <ac>15 (studded leather armor)</ac>
<hp>32 (5d8 + 10)</hp> <hp>32 (5d8+10)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>13</str> <str>13</str>
<dex>16</dex> <dex>16</dex>
@@ -742,7 +725,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Acquisitions Incorporated p. 205</source>
<trait> <trait>
<name>Fey Ancestry</name> <name>Fey Ancestry</name>
<text>Oak has advantage on saving throws against being charmed, and magic can't put him to sleep.</text> <text>Oak has advantage on saving throws against being charmed, and magic can't put him to sleep.</text>
@@ -780,7 +762,7 @@
<type>humanoid (elf)</type> <type>humanoid (elf)</type>
<alignment>Lawful Neutral</alignment> <alignment>Lawful Neutral</alignment>
<ac>14 (leather armor)</ac> <ac>14 (leather armor)</ac>
<hp>52 (8d8 + 16)</hp> <hp>52 (8d8+16)</hp>
<speed>walk 35 ft.</speed> <speed>walk 35 ft.</speed>
<str>8</str> <str>8</str>
<dex>16</dex> <dex>16</dex>
@@ -798,7 +780,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Acquisitions Incorporated p. 204</source>
<trait> <trait>
<name>Fey Ancestry</name> <name>Fey Ancestry</name>
<text>Walnut has advantage on saving throws against being charmed, and magic can't put her to sleep.</text> <text>Walnut has advantage on saving throws against being charmed, and magic can't put her to sleep.</text>
@@ -851,7 +832,7 @@
<type>humanoid (half-elf)</type> <type>humanoid (half-elf)</type>
<alignment>Neutral Good</alignment> <alignment>Neutral Good</alignment>
<ac>15 (chain shirt)</ac> <ac>15 (chain shirt)</ac>
<hp>52 (8d8 + 16)</hp> <hp>52 (8d8+16)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>16</str> <str>16</str>
<dex>14</dex> <dex>14</dex>
@@ -869,7 +850,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Acquisitions Incorporated p. 208</source>
<action> <action>
<name>Multiattack</name> <name>Multiattack</name>
<text>Auspicia makes two attacks.</text> <text>Auspicia makes two attacks.</text>
@@ -902,7 +882,7 @@
<type>humanoid (half-elf)</type> <type>humanoid (half-elf)</type>
<alignment>Lawful Neutral</alignment> <alignment>Lawful Neutral</alignment>
<ac>18 (plate armor)</ac> <ac>18 (plate armor)</ac>
<hp>65 (10d8 + 20)</hp> <hp>65 (10d8+20)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>16</str> <str>16</str>
<dex>8</dex> <dex>8</dex>
@@ -920,7 +900,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Acquisitions Incorporated p. 196</source>
<trait> <trait>
<name>Divine Strike</name> <name>Divine Strike</name>
<text>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.</text> <text>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.</text>
@@ -966,7 +945,7 @@
<type>humanoid (halfling)</type> <type>humanoid (halfling)</type>
<alignment>Chaotic Good</alignment> <alignment>Chaotic Good</alignment>
<ac>15 (Unarmored Defense)</ac> <ac>15 (Unarmored Defense)</ac>
<hp>45 (10d6 + 10)</hp> <hp>45 (10d6+10)</hp>
<speed>walk 40 ft.</speed> <speed>walk 40 ft.</speed>
<str>8</str> <str>8</str>
<dex>16</dex> <dex>16</dex>
@@ -984,7 +963,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Acquisitions Incorporated p. 203</source>
<trait> <trait>
<name>Brave</name> <name>Brave</name>
<text>Rosie has advantage on saving throws against being frightened.</text> <text>Rosie has advantage on saving throws against being frightened.</text>
@@ -1056,7 +1034,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Acquisitions Incorporated p. 200</source>
<action> <action>
<name>Dagger</name> <name>Dagger</name>
<text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text> <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
@@ -1105,7 +1082,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Acquisitions Incorporated p. 197</source>
<trait> <trait>
<name>Special Equipment</name> <name>Special Equipment</name>
<text>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.</text> <text>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.</text>
@@ -1144,7 +1120,7 @@
<type>humanoid (human)</type> <type>humanoid (human)</type>
<alignment>Neutral Evil</alignment> <alignment>Neutral Evil</alignment>
<ac>12, 15 (with mage armor)</ac> <ac>12, 15 (with mage armor)</ac>
<hp>27 (5d8 + 5)</hp> <hp>27 (5d8+5)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>10</str> <str>10</str>
<dex>14</dex> <dex>14</dex>
@@ -1162,7 +1138,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Acquisitions Incorporated p. 206</source>
<trait> <trait>
<name>Echo Spell (1/day)</name> <name>Echo Spell (1/day)</name>
<text>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.</text> <text>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.</text>
@@ -1192,7 +1167,7 @@
<type>humanoid (human)</type> <type>humanoid (human)</type>
<alignment>Lawful Neutral</alignment> <alignment>Lawful Neutral</alignment>
<ac>18 (chain mail)</ac> <ac>18 (chain mail)</ac>
<hp>27 (5d8 + 5)</hp> <hp>27 (5d8+5)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>15</str> <str>15</str>
<dex>10</dex> <dex>10</dex>
@@ -1210,7 +1185,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Acquisitions Incorporated p. 206</source>
<trait> <trait>
<name>Divine Display (1/day)</name> <name>Divine Display (1/day)</name>
<text>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.</text> <text>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.</text>
@@ -1244,7 +1218,7 @@
<type>humanoid (human)</type> <type>humanoid (human)</type>
<alignment>Chaotic Good</alignment> <alignment>Chaotic Good</alignment>
<ac>18 (studded leather armor +1), 19 (studded leather armor +1)</ac> <ac>18 (studded leather armor +1), 19 (studded leather armor +1)</ac>
<hp>65 (10d8 + 20)</hp> <hp>65 (10d8+20)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>12</str> <str>12</str>
<dex>20</dex> <dex>20</dex>
@@ -1262,7 +1236,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Acquisitions Incorporated p. 198</source>
<trait> <trait>
<name>Evasion</name> <name>Evasion</name>
<text>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.</text> <text>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.</text>
@@ -1310,7 +1283,7 @@
<type>monstrosity (shapechanger)</type> <type>monstrosity (shapechanger)</type>
<alignment>Lawful Evil</alignment> <alignment>Lawful Evil</alignment>
<ac>17 (chain shirt)</ac> <ac>17 (chain shirt)</ac>
<hp>45 (6d8 + 18)</hp> <hp>45 (6d8+18)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>12</str> <str>12</str>
<dex>18</dex> <dex>18</dex>
@@ -1328,7 +1301,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>charmed</conditionImmune> <conditionImmune>charmed</conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Acquisitions Incorporated p. 208</source>
<trait> <trait>
<name>Sneak Attack (1/Turn)</name> <name>Sneak Attack (1/Turn)</name>
<text>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.</text> <text>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.</text>
@@ -1358,7 +1330,7 @@
<type>humanoid (elf)</type> <type>humanoid (elf)</type>
<alignment>Lawful Good</alignment> <alignment>Lawful Good</alignment>
<ac>14 (breastplate)</ac> <ac>14 (breastplate)</ac>
<hp>27 (5d8 + 5)</hp> <hp>27 (5d8+5)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>14</str> <str>14</str>
<dex>10</dex> <dex>10</dex>
@@ -1376,7 +1348,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Acquisitions Incorporated p. 208</source>
<trait> <trait>
<name>Divine Eminence</name> <name>Divine Eminence</name>
<text>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.</text> <text>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.</text>

View File

@@ -25,7 +25,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune> <conditionImmune>charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Divine Contention</source>
<trait> <trait>
<name>Ethereal Sight</name> <name>Ethereal Sight</name>
<text>Ebondeath can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.</text> <text>Ebondeath can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.</text>

View File

@@ -25,7 +25,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Dragon of Icespire Peak</source>
<trait> <trait>
<name>Magical Role</name> <name>Magical Role</name>
<text>Choose a role for the spellcaster: healer or mage. Your choice determines which Spellcasting trait to use below.</text> <text>Choose a role for the spellcaster: healer or mage. Your choice determines which Spellcasting trait to use below.</text>
@@ -59,7 +58,7 @@
<type>humanoid</type> <type>humanoid</type>
<alignment>Any alignment</alignment> <alignment>Any alignment</alignment>
<ac>14 (studded leather armor)</ac> <ac>14 (studded leather armor)</ac>
<hp>11 (2d8 + 2)</hp> <hp>11 (2d8+2)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>10</str> <str>10</str>
<dex>15</dex> <dex>15</dex>
@@ -77,7 +76,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Dragon of Icespire Peak</source>
<trait> <trait>
<name>Helpful</name> <name>Helpful</name>
<text>The expert can take the Help action as a bonus action.</text> <text>The expert can take the Help action as a bonus action.</text>
@@ -110,7 +108,7 @@
<type>humanoid</type> <type>humanoid</type>
<alignment>Any alignment</alignment> <alignment>Any alignment</alignment>
<ac>16 (chain shirt)</ac> <ac>16 (chain shirt)</ac>
<hp>13 (2d8 + 4)</hp> <hp>13 (2d8+4)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>15</str> <str>15</str>
<dex>13</dex> <dex>13</dex>
@@ -128,7 +126,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Dragon of Icespire Peak</source>
<trait> <trait>
<name>Martial Role</name> <name>Martial Role</name>
<text>The warrior has one of the following traits of your choice:</text> <text>The warrior has one of the following traits of your choice:</text>
@@ -158,7 +155,7 @@
<type>humanoid (half-orc, shapechanger)</type> <type>humanoid (half-orc, shapechanger)</type>
<alignment>Neutral Evil</alignment> <alignment>Neutral Evil</alignment>
<ac>13 (hide armor)</ac> <ac>13 (hide armor)</ac>
<hp>58 (9d8 + 18)</hp> <hp>58 (9d8+18)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>16</str> <str>16</str>
<dex>13</dex> <dex>13</dex>
@@ -176,7 +173,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Dragon of Icespire Peak, Divine Contention, Sleeping Dragon's Wake</source>
<trait> <trait>
<name>Shapechanger</name> <name>Shapechanger</name>
<text>The anchorite can use its action to polymorph into a boar or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.</text> <text>The anchorite can use its action to polymorph into a boar or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.</text>
@@ -208,7 +204,7 @@
<type>humanoid (human)</type> <type>humanoid (human)</type>
<alignment>Neutral</alignment> <alignment>Neutral</alignment>
<ac>10</ac> <ac>10</ac>
<hp>44 (8d8 + 8)</hp> <hp>44 (8d8+8)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>11</str> <str>11</str>
<dex>10</dex> <dex>10</dex>
@@ -226,7 +222,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Dragon of Icespire Peak</source>
<trait> <trait>
<name>Brave</name> <name>Brave</name>
<text>Don-Jon has advantage on saving throws against being frightened.</text> <text>Don-Jon has advantage on saving throws against being frightened.</text>
@@ -259,7 +254,7 @@
<type>humanoid (human)</type> <type>humanoid (human)</type>
<alignment>Neutral Good</alignment> <alignment>Neutral Good</alignment>
<ac>14 (studded leather armor)</ac> <ac>14 (studded leather armor)</ac>
<hp>112 (15d8 + 45)</hp> <hp>112 (15d8+45)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>14</str> <str>14</str>
<dex>15</dex> <dex>15</dex>
@@ -277,7 +272,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Dragon of Icespire Peak</source>
<trait> <trait>
<name>Archer</name> <name>Archer</name>
<text>A longbow or shortbow deals one extra die of its damage when Falcon hits with it (included in his longbow attack).</text> <text>A longbow or shortbow deals one extra die of its damage when Falcon hits with it (included in his longbow attack).</text>
@@ -310,7 +304,7 @@
<type>monstrosity</type> <type>monstrosity</type>
<alignment>Chaotic Evil</alignment> <alignment>Chaotic Evil</alignment>
<ac>15 (natural armor)</ac> <ac>15 (natural armor)</ac>
<hp>73 (7d12 + 28)</hp> <hp>73 (7d12+28)</hp>
<speed>walk 50 ft.</speed> <speed>walk 50 ft.</speed>
<str>20</str> <str>20</str>
<dex>11</dex> <dex>11</dex>
@@ -328,7 +322,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Dragon of Icespire Peak</source>
<trait> <trait>
<name>Relentless (Recharges after a Short or Long Rest)</name> <name>Relentless (Recharges after a Short or Long Rest)</name>
<text>If Gorthok takes 27 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.</text> <text>If Gorthok takes 27 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.</text>
@@ -379,7 +372,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Dragon of Icespire Peak</source>
<trait> <trait>
<name>Gnome Cunning</name> <name>Gnome Cunning</name>
<text>The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.</text> <text>The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.</text>

View File

@@ -7,7 +7,7 @@
<type>aberration</type> <type>aberration</type>
<alignment>Chaotic Evil</alignment> <alignment>Chaotic Evil</alignment>
<ac>19 (natural armor)</ac> <ac>19 (natural armor)</ac>
<hp>304 (32d8 + 160)</hp> <hp>304 (32d8+160)</hp>
<speed>walk 40 ft., fly 40 ft.</speed> <speed>walk 40 ft., fly 40 ft.</speed>
<str>24</str> <str>24</str>
<dex>21</dex> <dex>21</dex>
@@ -25,7 +25,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>blinded, charmed, exhaustion, frightened, poisoned, prone</conditionImmune> <conditionImmune>blinded, charmed, exhaustion, frightened, poisoned, prone</conditionImmune>
<senses>truesight 120 ft.</senses> <senses>truesight 120 ft.</senses>
<source>Eberron: Rising from the Last War p. 286</source>
<trait> <trait>
<name>Alien Mind</name> <name>Alien Mind</name>
<text>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.</text> <text>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.</text>
@@ -128,7 +127,7 @@
<type>humanoid (any race)</type> <type>humanoid (any race)</type>
<alignment>Any Non-Good Alignment</alignment> <alignment>Any Non-Good Alignment</alignment>
<ac>20 (bonecraft armour)</ac> <ac>20 (bonecraft armour)</ac>
<hp>84 (13d8 + 26)</hp> <hp>84 (13d8+26)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>18</str> <str>18</str>
<dex>13</dex> <dex>13</dex>
@@ -146,7 +145,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Eberron: Rising from the Last War p. 316</source>
<trait> <trait>
<name>Commander of Bones</name> <name>Commander of Bones</name>
<text>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.</text> <text>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.</text>
@@ -192,7 +190,7 @@
<type>humanoid (changeling, shapechanger)</type> <type>humanoid (changeling, shapechanger)</type>
<alignment>Any alignment</alignment> <alignment>Any alignment</alignment>
<ac>13 (leather armor)</ac> <ac>13 (leather armor)</ac>
<hp>22 (4d8 + 4)</hp> <hp>22 (4d8+4)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>8</str> <str>8</str>
<dex>15</dex> <dex>15</dex>
@@ -210,7 +208,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Eberron: Rising from the Last War p. 317</source>
<trait> <trait>
<name>Change Appearance</name> <name>Change Appearance</name>
<text>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.</text> <text>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.</text>
@@ -238,7 +235,7 @@
<type>beast</type> <type>beast</type>
<alignment>Unaligned</alignment> <alignment>Unaligned</alignment>
<ac>13</ac> <ac>13</ac>
<hp>19 (3d8 + 6)</hp> <hp>19 (3d8+6)</hp>
<speed>walk 40 ft.</speed> <speed>walk 40 ft.</speed>
<str>12</str> <str>12</str>
<dex>16</dex> <dex>16</dex>
@@ -256,7 +253,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Eberron: Rising from the Last War p. 289, Wayfinder's Guide to Eberron p. 81</source>
<trait> <trait>
<name>Pack Tactics</name> <name>Pack Tactics</name>
<text>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.</text> <text>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.</text>
@@ -309,7 +305,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Eberron: Rising from the Last War p. 271</source>
<trait> <trait>
<name>Cunning Action</name> <name>Cunning Action</name>
<text>On each of its turns, Corrin can use a bonus action to take the Dash, Disengage, or Hide action.</text> <text>On each of its turns, Corrin can use a bonus action to take the Dash, Disengage, or Hide action.</text>
@@ -341,7 +336,7 @@
<type>aberration</type> <type>aberration</type>
<alignment>Lawful Evil</alignment> <alignment>Lawful Evil</alignment>
<ac>16 (Unarmored Defense)</ac> <ac>16 (Unarmored Defense)</ac>
<hp>33 (6d8 + 6)</hp> <hp>33 (6d8+6)</hp>
<speed>walk 40 ft.</speed> <speed>walk 40 ft.</speed>
<str>14</str> <str>14</str>
<dex>18</dex> <dex>18</dex>
@@ -359,7 +354,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>blinded</conditionImmune> <conditionImmune>blinded</conditionImmune>
<senses>blindsight 120 ft. (blind beyond this radius)</senses> <senses>blindsight 120 ft. (blind beyond this radius)</senses>
<source>Eberron: Rising from the Last War p. 290</source>
<trait> <trait>
<name>Evasion</name> <name>Evasion</name>
<text>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.</text> <text>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.</text>
@@ -399,7 +393,7 @@
<type>aberration</type> <type>aberration</type>
<alignment>Chaotic Evil</alignment> <alignment>Chaotic Evil</alignment>
<ac>15 (natural armour)</ac> <ac>15 (natural armour)</ac>
<hp>13 (3d6 + 3)</hp> <hp>13 (3d6+3)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>15</str> <str>15</str>
<dex>14</dex> <dex>14</dex>
@@ -417,7 +411,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Eberron: Rising from the Last War p. 291</source>
<trait> <trait>
<name>Dual Consciousness</name> <name>Dual Consciousness</name>
<text>The dolgrim has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.</text> <text>The dolgrim has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.</text>
@@ -452,7 +445,7 @@
<type>fey</type> <type>fey</type>
<alignment>Neutral Evil</alignment> <alignment>Neutral Evil</alignment>
<ac>17 (natural armor)</ac> <ac>17 (natural armor)</ac>
<hp>82 (15d8 + 15)</hp> <hp>82 (15d8+15)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>11</str> <str>11</str>
<dex>14</dex> <dex>14</dex>
@@ -470,7 +463,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>blinded, charmed, frightened</conditionImmune> <conditionImmune>blinded, charmed, frightened</conditionImmune>
<senses>blindsight 60 ft.</senses> <senses>blindsight 60 ft.</senses>
<source>Eberron: Rising from the Last War p. 292</source>
<trait> <trait>
<name>Magic Resistance</name> <name>Magic Resistance</name>
<text>The hag has advantage on saving throws against spells and other magical effects.</text> <text>The hag has advantage on saving throws against spells and other magical effects.</text>
@@ -511,7 +503,7 @@
<type>aberration</type> <type>aberration</type>
<alignment>Chaotic Evil</alignment> <alignment>Chaotic Evil</alignment>
<ac>21 (natural armor)</ac> <ac>21 (natural armor)</ac>
<hp>325 (31d8 + 186)</hp> <hp>325 (31d8+186)</hp>
<speed>walk 40 ft., fly 40 ft.</speed> <speed>walk 40 ft., fly 40 ft.</speed>
<str>26</str> <str>26</str>
<dex>21</dex> <dex>21</dex>
@@ -529,7 +521,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>blinded, charmed, exhaustion, frightened, poisoned, prone</conditionImmune> <conditionImmune>blinded, charmed, exhaustion, frightened, poisoned, prone</conditionImmune>
<senses>truesight 120 ft.</senses> <senses>truesight 120 ft.</senses>
<source>Eberron: Rising from the Last War p. 288</source>
<trait> <trait>
<name>Alien Mind</name> <name>Alien Mind</name>
<text>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.</text> <text>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.</text>
@@ -618,7 +609,7 @@
<type>construct</type> <type>construct</type>
<alignment>Neutral</alignment> <alignment>Neutral</alignment>
<ac>13</ac> <ac>13</ac>
<hp>7 (2d4 + 2)</hp> <hp>7 (2d4+2)</hp>
<speed>walk 25 ft., fly 60 ft.</speed> <speed>walk 25 ft., fly 60 ft.</speed>
<str>6</str> <str>6</str>
<dex>16</dex> <dex>16</dex>
@@ -636,7 +627,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>exhaustion, poisoned</conditionImmune> <conditionImmune>exhaustion, poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Eberron: Rising from the Last War p. 293</source>
<trait> <trait>
<name>Flyby</name> <name>Flyby</name>
<text>The messenger doesn't provoke opportunity attacks when it flies out of an enemy's reach.</text> <text>The messenger doesn't provoke opportunity attacks when it flies out of an enemy's reach.</text>
@@ -665,7 +655,7 @@
<type>construct</type> <type>construct</type>
<alignment>Neutral</alignment> <alignment>Neutral</alignment>
<ac>17 (natural armor)</ac> <ac>17 (natural armor)</ac>
<hp>30 (4d8 + 12)</hp> <hp>30 (4d8+12)</hp>
<speed>walk 40 ft.</speed> <speed>walk 40 ft.</speed>
<str>16</str> <str>16</str>
<dex>14</dex> <dex>14</dex>
@@ -683,7 +673,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>exhaustion, poisoned</conditionImmune> <conditionImmune>exhaustion, poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Eberron: Rising from the Last War p. 293</source>
<trait> <trait>
<name>Keen Senses</name> <name>Keen Senses</name>
<text>The defender has advantage on Wisdom (Perception) checks.</text> <text>The defender has advantage on Wisdom (Perception) checks.</text>
@@ -729,7 +718,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Eberron: Rising from the Last War p. 289</source>
<trait> <trait>
<name>Quickness (Recharge 5-6)</name> <name>Quickness (Recharge 5-6)</name>
<text>The fastieth can take the Dodge action as a bonus action.</text> <text>The fastieth can take the Dodge action as a bonus action.</text>
@@ -751,7 +739,7 @@
<type>giant</type> <type>giant</type>
<alignment>Any Chaotic Alignment</alignment> <alignment>Any Chaotic Alignment</alignment>
<ac>12 (hide armor)</ac> <ac>12 (hide armor)</ac>
<hp>30 (4d10 + 8)</hp> <hp>30 (4d10+8)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>17</str> <str>17</str>
<dex>10</dex> <dex>10</dex>
@@ -769,7 +757,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Eberron: Rising from the Last War p. 272</source>
<action> <action>
<name>Battleaxe</name> <name>Battleaxe</name>
<text>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.</text> <text>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.</text>
@@ -789,7 +776,7 @@
<type>humanoid (any race)</type> <type>humanoid (any race)</type>
<alignment>Any alignment</alignment> <alignment>Any alignment</alignment>
<ac>16 (chain shirt)</ac> <ac>16 (chain shirt)</ac>
<hp>11 (2d8 + 2)</hp> <hp>11 (2d8+2)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>13</str> <str>13</str>
<dex>12</dex> <dex>12</dex>
@@ -807,7 +794,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Waterdeep: Dragon Heist p. 197</source>
<action> <action>
<name>Spear</name> <name>Spear</name>
<text>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.</text> <text>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.</text>
@@ -822,7 +808,7 @@
<type>aberration</type> <type>aberration</type>
<alignment>Lawful Evil</alignment> <alignment>Lawful Evil</alignment>
<ac>17 (natural armor)</ac> <ac>17 (natural armor)</ac>
<hp>99 (18d8 + 18)</hp> <hp>99 (18d8+18)</hp>
<speed>walk 40 ft.</speed> <speed>walk 40 ft.</speed>
<str>12</str> <str>12</str>
<dex>14</dex> <dex>14</dex>
@@ -840,7 +826,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>charmed, frightened</conditionImmune> <conditionImmune>charmed, frightened</conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Eberron: Rising from the Last War p. 305</source>
<action> <action>
<name>Multiattack</name> <name>Multiattack</name>
<text>The quori uses its Mind Thrust twice.</text> <text>The quori uses its Mind Thrust twice.</text>
@@ -904,7 +889,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>charmed, frightened</conditionImmune> <conditionImmune>charmed, frightened</conditionImmune>
<senses></senses> <senses></senses>
<source>Eberron: Rising from the Last War p. 294</source>
<trait> <trait>
<name>Dual Mind</name> <name>Dual Mind</name>
<text>The Inspired has advantage on Wisdom saving throws.</text> <text>The Inspired has advantage on Wisdom saving throws.</text>
@@ -961,7 +945,7 @@
<type>aberration</type> <type>aberration</type>
<alignment>Lawful Evil</alignment> <alignment>Lawful Evil</alignment>
<ac>18 (natural armor)</ac> <ac>18 (natural armor)</ac>
<hp>161 (19d8 + 76)</hp> <hp>161 (19d8+76)</hp>
<speed>walk 30 ft., fly 60 ft.</speed> <speed>walk 30 ft., fly 60 ft.</speed>
<str>12</str> <str>12</str>
<dex>21</dex> <dex>21</dex>
@@ -979,7 +963,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>blinded, charmed, exhaustion, frightened, grappled, paralyzed, petrified, prone, restrained</conditionImmune> <conditionImmune>blinded, charmed, exhaustion, frightened, grappled, paralyzed, petrified, prone, restrained</conditionImmune>
<senses>truesight 120 ft.</senses> <senses>truesight 120 ft.</senses>
<source>Eberron: Rising from the Last War p. 306</source>
<trait> <trait>
<name>All-Around Vision</name> <name>All-Around Vision</name>
<text>The quori can't be surprised while it isn't incapacitated.</text> <text>The quori can't be surprised while it isn't incapacitated.</text>
@@ -1039,7 +1022,7 @@
<type>humanoid (kalashtar)</type> <type>humanoid (kalashtar)</type>
<alignment>Any alignment</alignment> <alignment>Any alignment</alignment>
<ac>12</ac> <ac>12</ac>
<hp>16 (3d8 + 3)</hp> <hp>16 (3d8+3)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>12</str> <str>12</str>
<dex>14</dex> <dex>14</dex>
@@ -1057,7 +1040,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Eberron: Rising from the Last War p. 317</source>
<trait> <trait>
<name>Dual Mind</name> <name>Dual Mind</name>
<text>The kalashtar has advantage on Wisdom saving throws.</text> <text>The kalashtar has advantage on Wisdom saving throws.</text>
@@ -1081,7 +1063,7 @@
<type>undead</type> <type>undead</type>
<alignment>Lawful Evil</alignment> <alignment>Lawful Evil</alignment>
<ac>17 (half plate armor)</ac> <ac>17 (half plate armor)</ac>
<hp>52 (7d8 + 21)</hp> <hp>52 (7d8+21)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>16</str> <str>16</str>
<dex>14</dex> <dex>14</dex>
@@ -1099,7 +1081,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>charmed, frightened, poisoned</conditionImmune> <conditionImmune>charmed, frightened, poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Eberron: Rising from the Last War p. 295</source>
<trait> <trait>
<name>Pack Tactics</name> <name>Pack Tactics</name>
<text>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.</text> <text>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.</text>
@@ -1146,7 +1127,7 @@
<type>undead</type> <type>undead</type>
<alignment>Neutral Evil</alignment> <alignment>Neutral Evil</alignment>
<ac>19 (natural armor)</ac> <ac>19 (natural armor)</ac>
<hp>199 (21d8 + 105)</hp> <hp>199 (21d8+105)</hp>
<speed>walk 30 ft., fly 40 ft.</speed> <speed>walk 30 ft., fly 40 ft.</speed>
<str>16</str> <str>16</str>
<dex>16</dex> <dex>16</dex>
@@ -1164,7 +1145,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned</conditionImmune> <conditionImmune>blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned</conditionImmune>
<senses>truesight 120 ft.</senses> <senses>truesight 120 ft.</senses>
<source>Eberron: Rising from the Last War p. 296</source>
<trait> <trait>
<name>Legendary Resistance (3/Day)</name> <name>Legendary Resistance (3/Day)</name>
<text>If Illmarrow fails a saving throw, she can choose to succeed instead.</text> <text>If Illmarrow fails a saving throw, she can choose to succeed instead.</text>
@@ -1249,7 +1229,7 @@
<type>construct</type> <type>construct</type>
<alignment>Unaligned</alignment> <alignment>Unaligned</alignment>
<ac>15 (natural armor)</ac> <ac>15 (natural armor)</ac>
<hp>15 (2d8 + 6)</hp> <hp>15 (2d8+6)</hp>
<speed>walk 25 ft., fly 25 ft.</speed> <speed>walk 25 ft., fly 25 ft.</speed>
<str>10</str> <str>10</str>
<dex>12</dex> <dex>12</dex>
@@ -1267,7 +1247,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone</conditionImmune> <conditionImmune>blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone</conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Eberron: Rising from the Last War p. 298</source>
<trait> <trait>
<name>Amorphous</name> <name>Amorphous</name>
<text>The living spell can move through a space as narrow as 1 inch wide without squeezing.</text> <text>The living spell can move through a space as narrow as 1 inch wide without squeezing.</text>
@@ -1310,7 +1289,7 @@
<type>construct</type> <type>construct</type>
<alignment>Unaligned</alignment> <alignment>Unaligned</alignment>
<ac>15 (natural armor)</ac> <ac>15 (natural armor)</ac>
<hp>73 (7d10 + 35)</hp> <hp>73 (7d10+35)</hp>
<speed>walk 25 ft., fly 25 ft.</speed> <speed>walk 25 ft., fly 25 ft.</speed>
<str>10</str> <str>10</str>
<dex>15</dex> <dex>15</dex>
@@ -1328,7 +1307,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone</conditionImmune> <conditionImmune>blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone</conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Eberron: Rising from the Last War p. 299</source>
<trait> <trait>
<name>Amorphous</name> <name>Amorphous</name>
<text>The living spell can move through a space as narrow as 1 inch wide without squeezing.</text> <text>The living spell can move through a space as narrow as 1 inch wide without squeezing.</text>
@@ -1375,7 +1353,7 @@
<type>construct</type> <type>construct</type>
<alignment>Unaligned</alignment> <alignment>Unaligned</alignment>
<ac>15 (natural armor)</ac> <ac>15 (natural armor)</ac>
<hp>57 (6d10 + 24)</hp> <hp>57 (6d10+24)</hp>
<speed>walk 25 ft., fly 25 ft.</speed> <speed>walk 25 ft., fly 25 ft.</speed>
<str>10</str> <str>10</str>
<dex>15</dex> <dex>15</dex>
@@ -1393,7 +1371,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone</conditionImmune> <conditionImmune>blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone</conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Eberron: Rising from the Last War p. 299</source>
<trait> <trait>
<name>Amorphous</name> <name>Amorphous</name>
<text>The living spell can move through a space as narrow as 1 inch wide without squeezing.</text> <text>The living spell can move through a space as narrow as 1 inch wide without squeezing.</text>
@@ -1458,7 +1435,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Eberron: Rising from the Last War p. 318</source>
<action> <action>
<name>Dagger</name> <name>Dagger</name>
<text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d4 + 1) piercing damage.</text> <text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d4 + 1) piercing damage.</text>
@@ -1494,7 +1470,7 @@
<type>fiend</type> <type>fiend</type>
<alignment>Lawful Evil</alignment> <alignment>Lawful Evil</alignment>
<ac>18 (plate armor)</ac> <ac>18 (plate armor)</ac>
<hp>170 (20d8 + 80)</hp> <hp>170 (20d8+80)</hp>
<speed>walk 40 ft.</speed> <speed>walk 40 ft.</speed>
<str>20</str> <str>20</str>
<dex>16</dex> <dex>16</dex>
@@ -1512,7 +1488,6 @@
<vulnerable>piercing from magic weapons wielded by good creatures</vulnerable> <vulnerable>piercing from magic weapons wielded by good creatures</vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Eberron: Rising from the Last War p. 301</source>
<trait> <trait>
<name>Limited Magic Immunity</name> <name>Limited Magic Immunity</name>
<text>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.</text> <text>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.</text>
@@ -1564,7 +1539,7 @@
<type>celestial</type> <type>celestial</type>
<alignment>Lawful Evil</alignment> <alignment>Lawful Evil</alignment>
<ac>18 (natural armor)</ac> <ac>18 (natural armor)</ac>
<hp>142 (15d10 + 60)</hp> <hp>142 (15d10+60)</hp>
<speed>walk 40 ft.</speed> <speed>walk 40 ft.</speed>
<str>23</str> <str>23</str>
<dex>18</dex> <dex>18</dex>
@@ -1582,7 +1557,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened</conditionImmune> <conditionImmune>charmed, exhaustion, frightened</conditionImmune>
<senses>darkvision 120 ft.</senses> <senses>darkvision 120 ft.</senses>
<source>Eberron: Rising from the Last War p. 308</source>
<trait> <trait>
<name>Aura of False Divinity</name> <name>Aura of False Divinity</name>
<text>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.</text> <text>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.</text>
@@ -1627,7 +1601,7 @@
<type>fiend</type> <type>fiend</type>
<alignment>Neutral Evil</alignment> <alignment>Neutral Evil</alignment>
<ac>23 (natural armor)</ac> <ac>23 (natural armor)</ac>
<hp>478 (33d12 + 264)</hp> <hp>478 (33d12+264)</hp>
<speed>walk 40 ft., climb 40 ft., fly 80 ft.</speed> <speed>walk 40 ft., climb 40 ft., fly 80 ft.</speed>
<str>29</str> <str>29</str>
<dex>19</dex> <dex>19</dex>
@@ -1645,7 +1619,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned, stunned</conditionImmune> <conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned, stunned</conditionImmune>
<senses>truesight 120 ft.</senses> <senses>truesight 120 ft.</senses>
<source>Eberron: Rising from the Last War p. 303</source>
<trait> <trait>
<name>Deadly Critical</name> <name>Deadly Critical</name>
<text>Rak Tulkhesh scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice.</text> <text>Rak Tulkhesh scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice.</text>
@@ -1724,7 +1697,7 @@
<type>humanoid (shifter)</type> <type>humanoid (shifter)</type>
<alignment>Any alignment</alignment> <alignment>Any alignment</alignment>
<ac>14 (leather armor)</ac> <ac>14 (leather armor)</ac>
<hp>19 (3d8 + 6)</hp> <hp>19 (3d8+6)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>12</str> <str>12</str>
<dex>16</dex> <dex>16</dex>
@@ -1742,7 +1715,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Eberron: Rising from the Last War p. 319</source>
<trait> <trait>
<name>Shifting (Recharges after a Short or Long Rest)</name> <name>Shifting (Recharges after a Short or Long Rest)</name>
<text>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.</text> <text>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.</text>
@@ -1767,7 +1739,7 @@
<type>fiend</type> <type>fiend</type>
<alignment>Lawful Evil</alignment> <alignment>Lawful Evil</alignment>
<ac>22 (natural armor)</ac> <ac>22 (natural armor)</ac>
<hp>475 (50d10 + 200)</hp> <hp>475 (50d10+200)</hp>
<speed>walk 40 ft., fly 40 ft.</speed> <speed>walk 40 ft., fly 40 ft.</speed>
<str>18</str> <str>18</str>
<dex>21</dex> <dex>21</dex>
@@ -1785,7 +1757,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune> <conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
<senses>truesight 120 ft.</senses> <senses>truesight 120 ft.</senses>
<source>Eberron: Rising from the Last War p. 304</source>
<trait> <trait>
<name>Legendary Resistance (3/Day)</name> <name>Legendary Resistance (3/Day)</name>
<text>If Sul Khatesh fails a saving throw, she can choose to succeed instead.</text> <text>If Sul Khatesh fails a saving throw, she can choose to succeed instead.</text>
@@ -1865,7 +1836,7 @@
<type>humanoid (any race)</type> <type>humanoid (any race)</type>
<alignment>Any Non-Good Alignment</alignment> <alignment>Any Non-Good Alignment</alignment>
<ac>15 (studded leather armor)</ac> <ac>15 (studded leather armor)</ac>
<hp>45 (7d8 + 14)</hp> <hp>45 (7d8+14)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>12</str> <str>12</str>
<dex>16</dex> <dex>16</dex>
@@ -1883,7 +1854,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Eberron: Rising from the Last War p. 320</source>
<trait> <trait>
<name>Unstable Mark</name> <name>Unstable Mark</name>
<text>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.</text> <text>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.</text>
@@ -1933,7 +1903,7 @@
<type>humanoid (warforged)</type> <type>humanoid (warforged)</type>
<alignment>Lawful Evil</alignment> <alignment>Lawful Evil</alignment>
<ac>19 (natural armor)</ac> <ac>19 (natural armor)</ac>
<hp>195 (23d8 + 92)</hp> <hp>195 (23d8+92)</hp>
<speed>walk 40 ft.</speed> <speed>walk 40 ft.</speed>
<str>20</str> <str>20</str>
<dex>15</dex> <dex>15</dex>
@@ -1951,7 +1921,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened</conditionImmune> <conditionImmune>charmed, exhaustion, frightened</conditionImmune>
<senses></senses> <senses></senses>
<source>Eberron: Rising from the Last War p. 300</source>
<trait> <trait>
<name>Adamantine Plating</name> <name>Adamantine Plating</name>
<text>Any critical hit against the Lord of Blades becomes a normal hit.</text> <text>Any critical hit against the Lord of Blades becomes a normal hit.</text>
@@ -2031,7 +2000,7 @@
<type>aberration</type> <type>aberration</type>
<alignment>Lawful Evil</alignment> <alignment>Lawful Evil</alignment>
<ac>16 (natural armor)</ac> <ac>16 (natural armor)</ac>
<hp>68 (8d8 + 32)</hp> <hp>68 (8d8+32)</hp>
<speed>walk 40 ft.</speed> <speed>walk 40 ft.</speed>
<str>17</str> <str>17</str>
<dex>14</dex> <dex>14</dex>
@@ -2049,7 +2018,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>charmed, frightened</conditionImmune> <conditionImmune>charmed, frightened</conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Eberron: Rising from the Last War p. 307</source>
<action> <action>
<name>Multiattack</name> <name>Multiattack</name>
<text>The quori makes three attacks: one pincer attack, one attack with its claws, and one stinger attack.</text> <text>The quori makes three attacks: one pincer attack, one attack with its claws, and one stinger attack.</text>
@@ -2096,7 +2064,7 @@
<type>undead</type> <type>undead</type>
<alignment>Neutral Good</alignment> <alignment>Neutral Good</alignment>
<ac>17 (natural armor)</ac> <ac>17 (natural armor)</ac>
<hp>104 (16d8 + 32)</hp> <hp>104 (16d8+32)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>16</str> <str>16</str>
<dex>10</dex> <dex>10</dex>
@@ -2114,7 +2082,6 @@
<vulnerable>necrotic</vulnerable> <vulnerable>necrotic</vulnerable>
<conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune> <conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
<senses>darkvision 120 ft.</senses> <senses>darkvision 120 ft.</senses>
<source>Eberron: Rising from the Last War p. 311</source>
<trait> <trait>
<name>Aura of Radiance</name> <name>Aura of Radiance</name>
<text>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.</text> <text>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.</text>
@@ -2187,7 +2154,7 @@
<type>undead</type> <type>undead</type>
<alignment>Neutral Good</alignment> <alignment>Neutral Good</alignment>
<ac>17 (breastplate)</ac> <ac>17 (breastplate)</ac>
<hp>26 (4d8 + 8)</hp> <hp>26 (4d8+8)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>16</str> <str>16</str>
<dex>12</dex> <dex>12</dex>
@@ -2205,7 +2172,6 @@
<vulnerable>necrotic</vulnerable> <vulnerable>necrotic</vulnerable>
<conditionImmune>exhaustion, poisoned</conditionImmune> <conditionImmune>exhaustion, poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Eberron: Rising from the Last War p. 311</source>
<trait> <trait>
<name>Illumination</name> <name>Illumination</name>
<text>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.</text> <text>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.</text>
@@ -2263,7 +2229,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Eberron: Rising from the Last War p. 312</source>
<trait> <trait>
<name>Bonding</name> <name>Bonding</name>
<text>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.</text> <text>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.</text>
@@ -2301,7 +2266,7 @@
<type>fey</type> <type>fey</type>
<alignment>Neutral</alignment> <alignment>Neutral</alignment>
<ac>14 (natural armor)</ac> <ac>14 (natural armor)</ac>
<hp>19 (3d8 + 6)</hp> <hp>19 (3d8+6)</hp>
<speed>walk 40 ft.</speed> <speed>walk 40 ft.</speed>
<str>17</str> <str>17</str>
<dex>15</dex> <dex>15</dex>
@@ -2319,7 +2284,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Eberron: Rising from the Last War p. 312</source>
<trait> <trait>
<name>Bonding</name> <name>Bonding</name>
<text>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.</text> <text>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.</text>
@@ -2357,7 +2321,7 @@
<type>fey</type> <type>fey</type>
<alignment>Neutral</alignment> <alignment>Neutral</alignment>
<ac>13</ac> <ac>13</ac>
<hp>22 (3d10 + 6)</hp> <hp>22 (3d10+6)</hp>
<speed>walk 60 ft.</speed> <speed>walk 60 ft.</speed>
<str>14</str> <str>14</str>
<dex>16</dex> <dex>16</dex>
@@ -2375,7 +2339,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Eberron: Rising from the Last War p. 313</source>
<trait> <trait>
<name>Bonding</name> <name>Bonding</name>
<text>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.</text> <text>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.</text>
@@ -2409,7 +2372,7 @@
<type>construct</type> <type>construct</type>
<alignment>Unaligned</alignment> <alignment>Unaligned</alignment>
<ac>23 (natural armor)</ac> <ac>23 (natural armor)</ac>
<hp>410 (20d20 + 200)</hp> <hp>410 (20d20+200)</hp>
<speed>walk 60 ft.</speed> <speed>walk 60 ft.</speed>
<str>30</str> <str>30</str>
<dex>11</dex> <dex>11</dex>
@@ -2427,7 +2390,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned</conditionImmune> <conditionImmune>charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned</conditionImmune>
<senses>truesight 150 ft.</senses> <senses>truesight 150 ft.</senses>
<source>Eberron: Rising from the Last War p. 314</source>
<trait> <trait>
<name>Immutable Form</name> <name>Immutable Form</name>
<text>The colossus is immune to any spell or effect that would alter its form.</text> <text>The colossus is immune to any spell or effect that would alter its form.</text>
@@ -2493,7 +2455,7 @@
<type>humanoid (warforged)</type> <type>humanoid (warforged)</type>
<alignment>Any alignment</alignment> <alignment>Any alignment</alignment>
<ac>16 (natural armor)</ac> <ac>16 (natural armor)</ac>
<hp>30 (4d8 + 12)</hp> <hp>30 (4d8+12)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>16</str> <str>16</str>
<dex>12</dex> <dex>12</dex>
@@ -2511,7 +2473,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Eberron: Rising from the Last War p. 320</source>
<trait> <trait>
<name>Warforged Resilience</name> <name>Warforged Resilience</name>
<text>The warforged has advantage on saving throws against being poisoned and is immune to disease. Magic can't put it to sleep.</text> <text>The warforged has advantage on saving throws against being poisoned and is immune to disease. Magic can't put it to sleep.</text>
@@ -2545,7 +2506,7 @@
<type>construct</type> <type>construct</type>
<alignment>Lawful Neutral</alignment> <alignment>Lawful Neutral</alignment>
<ac>20 (natural armor)</ac> <ac>20 (natural armor)</ac>
<hp>125 (10d12 + 60)</hp> <hp>125 (10d12+60)</hp>
<speed>walk 40 ft.</speed> <speed>walk 40 ft.</speed>
<str>23</str> <str>23</str>
<dex>8</dex> <dex>8</dex>
@@ -2563,7 +2524,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune> <conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Eberron: Rising from the Last War p. 315</source>
<trait> <trait>
<name>Platforms</name> <name>Platforms</name>
<text>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.</text> <text>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.</text>
@@ -2602,7 +2562,7 @@
<type>fiend</type> <type>fiend</type>
<alignment>Lawful Evil</alignment> <alignment>Lawful Evil</alignment>
<ac>18 (scale mail)</ac> <ac>18 (scale mail)</ac>
<hp>59 (7d8 + 28)</hp> <hp>59 (7d8+28)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>18</str> <str>18</str>
<dex>14</dex> <dex>14</dex>
@@ -2620,7 +2580,6 @@
<vulnerable>piercing from magic weapons wielded by good creatures</vulnerable> <vulnerable>piercing from magic weapons wielded by good creatures</vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Eberron: Rising from the Last War p. 309</source>
<trait> <trait>
<name>Limited Magic Immunity</name> <name>Limited Magic Immunity</name>
<text>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.</text> <text>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.</text>
@@ -2684,7 +2643,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, poisoned</conditionImmune> <conditionImmune>charmed, exhaustion, poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Eberron: Rising from the Last War p. 61</source>
<trait> <trait>
<name>Might of the Master</name> <name>Might of the Master</name>
<text>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).</text> <text>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).</text>
@@ -2732,7 +2690,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>exhaustion, poisoned</conditionImmune> <conditionImmune>exhaustion, poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Eberron: Rising from the Last War p. 62</source>
<trait> <trait>
<name>Evasion</name> <name>Evasion</name>
<text>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.</text> <text>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.</text>

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View File

@@ -7,7 +7,7 @@
<type>monstrosity</type> <type>monstrosity</type>
<alignment>Unaligned</alignment> <alignment>Unaligned</alignment>
<ac>15 (natural armor)</ac> <ac>15 (natural armor)</ac>
<hp>60 (8d8 + 24)</hp> <hp>60 (8d8+24)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>16</str> <str>16</str>
<dex>12</dex> <dex>12</dex>
@@ -25,7 +25,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>blindsight 60 ft.</senses> <senses>blindsight 60 ft.</senses>
<source>Hunt for the Thessalhydra</source>
<trait> <trait>
<name>Keen Smell</name> <name>Keen Smell</name>
<text>The demogorgon has advantage on Wisdom (Perception) checks that rely on smell.</text> <text>The demogorgon has advantage on Wisdom (Perception) checks that rely on smell.</text>
@@ -61,7 +60,7 @@
<type>monstrosity</type> <type>monstrosity</type>
<alignment>Unaligned</alignment> <alignment>Unaligned</alignment>
<ac>14 (natural armor)</ac> <ac>14 (natural armor)</ac>
<hp>69 (6d12 + 30)</hp> <hp>69 (6d12+30)</hp>
<speed>walk 30 ft., swim 30 ft.</speed> <speed>walk 30 ft., swim 30 ft.</speed>
<str>19</str> <str>19</str>
<dex>12</dex> <dex>12</dex>
@@ -79,7 +78,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>blinded, charmed, deafened, frightened, stunned</conditionImmune> <conditionImmune>blinded, charmed, deafened, frightened, stunned</conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Hunt for the Thessalhydra, Infernal Machine Rebuild</source>
<action> <action>
<name>Multiattack</name> <name>Multiattack</name>
<text>The thessalhydra makes one maw attack and one Flurry of Bites.</text> <text>The thessalhydra makes one maw attack and one Flurry of Bites.</text>

View File

@@ -7,7 +7,7 @@
<type>giant</type> <type>giant</type>
<alignment>Chaotic Neutral</alignment> <alignment>Chaotic Neutral</alignment>
<ac>15 (natural armor)</ac> <ac>15 (natural armor)</ac>
<hp>123 (13d12 + 39)</hp> <hp>123 (13d12+39)</hp>
<speed>walk 40 ft.</speed> <speed>walk 40 ft.</speed>
<str>21</str> <str>21</str>
<dex>8</dex> <dex>8</dex>
@@ -25,7 +25,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Infernal Machine Rebuild p. 53</source>
<trait> <trait>
<name>Two Heads</name> <name>Two Heads</name>
<text>The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.</text> <text>The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.</text>
@@ -82,7 +81,7 @@
<type>humanoid (human)</type> <type>humanoid (human)</type>
<alignment>Neutral Evil</alignment> <alignment>Neutral Evil</alignment>
<ac>15 (studded leather armor)</ac> <ac>15 (studded leather armor)</ac>
<hp>78 (12d8 + 24)</hp> <hp>78 (12d8+24)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>11</str> <str>11</str>
<dex>16</dex> <dex>16</dex>
@@ -100,7 +99,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Infernal Machine Rebuild p. 52</source>
<trait> <trait>
<name>Rust Monster Cloak</name> <name>Rust Monster Cloak</name>
<text>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.</text> <text>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.</text>
@@ -145,7 +143,7 @@
<type>undead (tiefling)</type> <type>undead (tiefling)</type>
<alignment>Lawful Evil</alignment> <alignment>Lawful Evil</alignment>
<ac>13 (leather armor)</ac> <ac>13 (leather armor)</ac>
<hp>136 (16d8 + 64)</hp> <hp>136 (16d8+64)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>18</str> <str>18</str>
<dex>14</dex> <dex>14</dex>
@@ -163,7 +161,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned, stunned</conditionImmune> <conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned, stunned</conditionImmune>
<senses>darkvision 60ft.</senses> <senses>darkvision 60ft.</senses>
<source>Infernal Machine Rebuild p. 54</source>
<trait> <trait>
<name>Special Equipment</name> <name>Special Equipment</name>
<text>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.</text> <text>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.</text>
@@ -212,7 +209,7 @@
<type>humanoid (human)</type> <type>humanoid (human)</type>
<alignment>Neutral Evil</alignment> <alignment>Neutral Evil</alignment>
<ac>14 (breastplate)</ac> <ac>14 (breastplate)</ac>
<hp>104 (19d8 + 19)</hp> <hp>104 (19d8+19)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>10</str> <str>10</str>
<dex>12</dex> <dex>12</dex>
@@ -230,7 +227,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Infernal Machine Rebuild p. 55</source>
<trait> <trait>
<name>Special Equipment</name> <name>Special Equipment</name>
<text>Moghadam wields Ruinblade (see appendix C).</text> <text>Moghadam wields Ruinblade (see appendix C).</text>
@@ -281,7 +277,7 @@
<type>humanoid (human)</type> <type>humanoid (human)</type>
<alignment>Lawful Evil</alignment> <alignment>Lawful Evil</alignment>
<ac>20 (plate armor)</ac> <ac>20 (plate armor)</ac>
<hp>112 (15d8 + 45)</hp> <hp>112 (15d8+45)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>18</str> <str>18</str>
<dex>15</dex> <dex>15</dex>
@@ -299,7 +295,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Infernal Machine Rebuild p. 56</source>
<trait> <trait>
<name>Special Equipment</name> <name>Special Equipment</name>
<text>Sir Ursas wears a ring of mind shielding and plate armor of fire resistance.</text> <text>Sir Ursas wears a ring of mind shielding and plate armor of fire resistance.</text>
@@ -346,7 +341,7 @@
<type>humanoid (human)</type> <type>humanoid (human)</type>
<alignment>Neutral Evil</alignment> <alignment>Neutral Evil</alignment>
<ac>14 (breastplate)</ac> <ac>14 (breastplate)</ac>
<hp>104 (7d10 + 14)</hp> <hp>104 (7d10+14)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>10</str> <str>10</str>
<dex>12</dex> <dex>12</dex>
@@ -364,7 +359,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>poisoned</conditionImmune> <conditionImmune>poisoned</conditionImmune>
<senses></senses> <senses></senses>
<source>Infernal Machine Rebuild p. 57</source>
<trait> <trait>
<name>Special Equipment</name> <name>Special Equipment</name>
<text>Thessalar wields a +1 dagger coated with thessaltoxin poison (see appendix C).</text> <text>Thessalar wields a +1 dagger coated with thessaltoxin poison (see appendix C).</text>
@@ -410,7 +404,7 @@
<type>construct</type> <type>construct</type>
<alignment>Neutral</alignment> <alignment>Neutral</alignment>
<ac>15 (natural armor)</ac> <ac>15 (natural armor)</ac>
<hp>7 (2d4 + 2)</hp> <hp>7 (2d4+2)</hp>
<speed>walk 40 ft., climb 40 ft.</speed> <speed>walk 40 ft., climb 40 ft.</speed>
<str>4</str> <str>4</str>
<dex>15</dex> <dex>15</dex>
@@ -428,7 +422,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>charmed, poisoned</conditionImmune> <conditionImmune>charmed, poisoned</conditionImmune>
<senses>darkvision 60</senses> <senses>darkvision 60</senses>
<source>Infernal Machine Rebuild p. 86</source>
<trait> <trait>
<name>Telepathic Bond</name> <name>Telepathic Bond</name>
<text>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.</text> <text>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.</text>
@@ -447,7 +440,7 @@
<type>monstrosity (titan)</type> <type>monstrosity (titan)</type>
<alignment>Chaotic Evil</alignment> <alignment>Chaotic Evil</alignment>
<ac>16 (natural armor)</ac> <ac>16 (natural armor)</ac>
<hp>207 (18d12 + 90)</hp> <hp>207 (18d12+90)</hp>
<speed>walk 20 ft., swim 60 ft.</speed> <speed>walk 20 ft., swim 60 ft.</speed>
<str>24</str> <str>24</str>
<dex>11</dex> <dex>11</dex>
@@ -465,7 +458,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>charmed, frightened, paralyzed</conditionImmune> <conditionImmune>charmed, frightened, paralyzed</conditionImmune>
<senses>truesight 120 ft.</senses> <senses>truesight 120 ft.</senses>
<source>Infernal Machine Rebuild p. 87</source>
<trait> <trait>
<name>Amphibious</name> <name>Amphibious</name>
<text>The thessalkraken can breathe air and water.</text> <text>The thessalkraken can breathe air and water.</text>
@@ -530,7 +522,7 @@
<type>beast</type> <type>beast</type>
<alignment>Unaligned</alignment> <alignment>Unaligned</alignment>
<ac>12 (natural armor)</ac> <ac>12 (natural armor)</ac>
<hp>19 (3d10 + 3)</hp> <hp>19 (3d10+3)</hp>
<speed>walk 20 ft., swim 30 ft.</speed> <speed>walk 20 ft., swim 30 ft.</speed>
<str>15</str> <str>15</str>
<dex>10</dex> <dex>10</dex>
@@ -548,7 +540,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Infernal Machine Rebuild p. 89</source>
<trait> <trait>
<name>Hold Breath</name> <name>Hold Breath</name>
<text>The two-headed crocodile can hold its breath for 15 minutes.</text> <text>The two-headed crocodile can hold its breath for 15 minutes.</text>
@@ -579,7 +570,7 @@
<type>monstrosity</type> <type>monstrosity</type>
<alignment>Unaligned</alignment> <alignment>Unaligned</alignment>
<ac>13 (natural armor)</ac> <ac>13 (natural armor)</ac>
<hp>59 (7d10 + 21)</hp> <hp>59 (7d10+21)</hp>
<speed>walk 40 ft.</speed> <speed>walk 40 ft.</speed>
<str>20</str> <str>20</str>
<dex>12</dex> <dex>12</dex>
@@ -597,7 +588,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>darkvision 60</senses> <senses>darkvision 60</senses>
<source>Infernal Machine Rebuild p. 90</source>
<trait> <trait>
<name>Two Heads</name> <name>Two Heads</name>
<text>The two-headed owlbear has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.</text> <text>The two-headed owlbear has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.</text>
@@ -629,7 +619,7 @@
<type>aberration</type> <type>aberration</type>
<alignment>Neutral</alignment> <alignment>Neutral</alignment>
<ac>16 (natural armor)</ac> <ac>16 (natural armor)</ac>
<hp>150 (12d12 + 72)</hp> <hp>150 (12d12+72)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>20</str> <str>20</str>
<dex>11</dex> <dex>11</dex>
@@ -647,7 +637,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>poisoned</conditionImmune> <conditionImmune>poisoned</conditionImmune>
<senses>darkvision 120 ft.</senses> <senses>darkvision 120 ft.</senses>
<source>Infernal Machine Rebuild p. 75</source>
<trait> <trait>
<name>Limited Telepathy</name> <name>Limited Telepathy</name>
<text>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.</text> <text>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.</text>
@@ -687,7 +676,7 @@
<type>humanoid (any race)</type> <type>humanoid (any race)</type>
<alignment>Any Non-Good Alignment</alignment> <alignment>Any Non-Good Alignment</alignment>
<ac>15 (studded leather armor)</ac> <ac>15 (studded leather armor)</ac>
<hp>78 (12d8 + 24)</hp> <hp>78 (12d8+24)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>11</str> <str>11</str>
<dex>16</dex> <dex>16</dex>
@@ -705,7 +694,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Infernal Machine Rebuild p. 31</source>
<trait> <trait>
<name>Assassinate</name> <name>Assassinate</name>
<text>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.</text> <text>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.</text>
@@ -741,7 +729,7 @@
<type>undead</type> <type>undead</type>
<alignment>Any alignment</alignment> <alignment>Any alignment</alignment>
<ac>11 (natural armor)</ac> <ac>11 (natural armor)</ac>
<hp>58 (9d8 + 18)</hp> <hp>58 (9d8+18)</hp>
<speed>walk 0 ft.</speed> <speed>walk 0 ft.</speed>
<str>1</str> <str>1</str>
<dex>1</dex> <dex>1</dex>
@@ -759,7 +747,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened</conditionImmune> <conditionImmune>charmed, exhaustion, frightened</conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Infernal Machine Rebuild p. 48</source>
<trait> <trait>
<name>Detect Sentience</name> <name>Detect Sentience</name>
<text>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.</text> <text>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.</text>
@@ -807,7 +794,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Infernal Machine Rebuild p. 15</source>
<trait> <trait>
<name>Dark Devotion</name> <name>Dark Devotion</name>
<text>The worker has advantage on saving throws against being charmed or frightened.</text> <text>The worker has advantage on saving throws against being charmed or frightened.</text>
@@ -826,7 +812,7 @@
<type>monstrosity</type> <type>monstrosity</type>
<alignment>Lawful Evil</alignment> <alignment>Lawful Evil</alignment>
<ac>15 (natural armor)</ac> <ac>15 (natural armor)</ac>
<hp>127 (17d8 + 51)</hp> <hp>127 (17d8+51)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>10</str> <str>10</str>
<dex>15</dex> <dex>15</dex>
@@ -844,7 +830,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Infernal Machine Rebuild p. 47</source>
<trait> <trait>
<name>Petrifying Gaze</name> <name>Petrifying Gaze</name>
<text>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.</text> <text>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.</text>
@@ -879,7 +864,7 @@
<type>plant</type> <type>plant</type>
<alignment>Chaotic Good</alignment> <alignment>Chaotic Good</alignment>
<ac>16 (natural armor)</ac> <ac>16 (natural armor)</ac>
<hp>138 (12d12 + 60)</hp> <hp>138 (12d12+60)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>23</str> <str>23</str>
<dex>8</dex> <dex>8</dex>
@@ -897,7 +882,6 @@
<vulnerable>fire</vulnerable> <vulnerable>fire</vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Infernal Machine Rebuild p. 5</source>
<trait> <trait>
<name>False Appearance</name> <name>False Appearance</name>
<text>While Grandfather Oak remains motionless, it is indistinguishable from a normal tree.</text> <text>While Grandfather Oak remains motionless, it is indistinguishable from a normal tree.</text>
@@ -951,7 +935,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Infernal Machine Rebuild p. 41</source>
<action> <action>
<name>Rapier</name> <name>Rapier</name>
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage.</text> <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage.</text>
@@ -970,7 +953,7 @@
<type>beast</type> <type>beast</type>
<alignment>Neutral</alignment> <alignment>Neutral</alignment>
<ac>12</ac> <ac>12</ac>
<hp>19 (3d10 + 3)</hp> <hp>19 (3d10+3)</hp>
<speed>walk 5 ft., fly 60 ft.</speed> <speed>walk 5 ft., fly 60 ft.</speed>
<str>13</str> <str>13</str>
<dex>15</dex> <dex>15</dex>
@@ -988,7 +971,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses> <senses>darkvision 120 ft.</senses>
<source>Infernal Machine Rebuild p. 33</source>
<trait> <trait>
<name>Flyby</name> <name>Flyby</name>
<text>The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.</text> <text>The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.</text>
@@ -1011,7 +993,7 @@
<type>beast</type> <type>beast</type>
<alignment>Unaligned</alignment> <alignment>Unaligned</alignment>
<ac>12 (natural armor)</ac> <ac>12 (natural armor)</ac>
<hp>42 (5d10 + 15)</hp> <hp>42 (5d10+15)</hp>
<speed>walk 40 ft., swim 30 ft.</speed> <speed>walk 40 ft., swim 30 ft.</speed>
<str>20</str> <str>20</str>
<dex>10</dex> <dex>10</dex>
@@ -1029,7 +1011,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Infernal Machine Rebuild p. 34</source>
<trait> <trait>
<name>Keen Smell</name> <name>Keen Smell</name>
<text>The bear has advantage on Wisdom (Perception) checks that rely on smell.</text> <text>The bear has advantage on Wisdom (Perception) checks that rely on smell.</text>
@@ -1057,7 +1038,7 @@
<type>monstrosity</type> <type>monstrosity</type>
<alignment>Unaligned</alignment> <alignment>Unaligned</alignment>
<ac>13 (natural armor)</ac> <ac>13 (natural armor)</ac>
<hp>59 (7d10 + 21)</hp> <hp>59 (7d10+21)</hp>
<speed>walk 40 ft.</speed> <speed>walk 40 ft.</speed>
<str>20</str> <str>20</str>
<dex>12</dex> <dex>12</dex>
@@ -1075,7 +1056,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Infernal Machine Rebuild p. 36</source>
<trait> <trait>
<name>Keen Sight and Smell</name> <name>Keen Sight and Smell</name>
<text>The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.</text> <text>The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.</text>
@@ -1103,7 +1083,7 @@
<type>monstrosity</type> <type>monstrosity</type>
<alignment>Unaligned</alignment> <alignment>Unaligned</alignment>
<ac>13 (natural armor)</ac> <ac>13 (natural armor)</ac>
<hp>59 (7d10 + 21)</hp> <hp>59 (7d10+21)</hp>
<speed>walk 40 ft.</speed> <speed>walk 40 ft.</speed>
<str>20</str> <str>20</str>
<dex>12</dex> <dex>12</dex>
@@ -1121,7 +1101,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>darkvision 60</senses> <senses>darkvision 60</senses>
<source>Infernal Machine Rebuild p. 36</source>
<trait> <trait>
<name>Two Heads</name> <name>Two Heads</name>
<text>The two-headed owlbear has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.</text> <text>The two-headed owlbear has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.</text>
@@ -1153,7 +1132,7 @@
<type>humanoid (any race)</type> <type>humanoid (any race)</type>
<alignment>Any alignment</alignment> <alignment>Any alignment</alignment>
<ac>12, 15 (with mage armor)</ac> <ac>12, 15 (with mage armor)</ac>
<hp>91 (14d8 + 28)</hp> <hp>91 (14d8+28)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>9</str> <str>9</str>
<dex>14</dex> <dex>14</dex>
@@ -1171,7 +1150,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Infernal Machine Rebuild p. 33</source>
<trait> <trait>
<name>Whispering Aura</name> <name>Whispering Aura</name>
<text>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.</text> <text>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.</text>
@@ -1204,7 +1182,7 @@
<type>fiend (demon)</type> <type>fiend (demon)</type>
<alignment>Chaotic Evil</alignment> <alignment>Chaotic Evil</alignment>
<ac>19 (natural armor)</ac> <ac>19 (natural armor)</ac>
<hp>262 (21d12 + 126)</hp> <hp>262 (21d12+126)</hp>
<speed>walk 40 ft., fly 80 ft.</speed> <speed>walk 40 ft., fly 80 ft.</speed>
<str>26</str> <str>26</str>
<dex>15</dex> <dex>15</dex>
@@ -1222,7 +1200,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>poisoned</conditionImmune> <conditionImmune>poisoned</conditionImmune>
<senses>truesight 120 ft.</senses> <senses>truesight 120 ft.</senses>
<source>Infernal Machine Rebuild p. 19</source>
<trait> <trait>
<name>Death Throes</name> <name>Death Throes</name>
<text>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.</text> <text>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.</text>
@@ -1290,7 +1267,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>charmed, poisoned</conditionImmune> <conditionImmune>charmed, poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Infernal Machine Rebuild p. 35</source>
<trait> <trait>
<name>Telepathic Bond</name> <name>Telepathic Bond</name>
<text>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.</text> <text>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.</text>
@@ -1326,7 +1302,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Infernal Machine Rebuild p. 17</source>
<trait> <trait>
<name>Dark Devotion</name> <name>Dark Devotion</name>
<text>The muralist has advantage on saving throws against being charmed or frightened.</text> <text>The muralist has advantage on saving throws against being charmed or frightened.</text>

View File

@@ -7,7 +7,7 @@
<type>humanoid (tortle)</type> <type>humanoid (tortle)</type>
<alignment>Lawful Good</alignment> <alignment>Lawful Good</alignment>
<ac>18 (natural armor)</ac> <ac>18 (natural armor)</ac>
<hp>90 (12d8 + 36)</hp> <hp>90 (12d8+36)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>14</str> <str>14</str>
<dex>10</dex> <dex>10</dex>
@@ -25,7 +25,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Locathah Rising p. 15</source>
<trait> <trait>
<name>Hearth of Moonlight and Shadow</name> <name>Hearth of Moonlight and Shadow</name>
<text>At the start of a short or long rest, Amble can touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.</text> <text>At the start of a short or long rest, Amble can touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.</text>
@@ -83,7 +82,7 @@
<type>humanoid</type> <type>humanoid</type>
<alignment>Neutral Evil</alignment> <alignment>Neutral Evil</alignment>
<ac>17 (natural armor)</ac> <ac>17 (natural armor)</ac>
<hp>144 (17d8 + 68)</hp> <hp>144 (17d8+68)</hp>
<speed>walk 30 ft., swim 30 ft.</speed> <speed>walk 30 ft., swim 30 ft.</speed>
<str>16</str> <str>16</str>
<dex>16</dex> <dex>16</dex>
@@ -101,7 +100,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Locathah Rising p. 18</source>
<trait> <trait>
<name>Amphibious</name> <name>Amphibious</name>
<text>Gar can breathe air and water.</text> <text>Gar can breathe air and water.</text>
@@ -189,7 +187,7 @@
<type>monstrosity (titan)</type> <type>monstrosity (titan)</type>
<alignment>Chaotic Evil</alignment> <alignment>Chaotic Evil</alignment>
<ac>16 (natural armor)</ac> <ac>16 (natural armor)</ac>
<hp>207 (18d12 + 90)</hp> <hp>207 (18d12+90)</hp>
<speed>walk 20 ft., swim 50 ft.</speed> <speed>walk 20 ft., swim 50 ft.</speed>
<str>24</str> <str>24</str>
<dex>11</dex> <dex>11</dex>
@@ -207,7 +205,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>frightened, paralyzed</conditionImmune> <conditionImmune>frightened, paralyzed</conditionImmune>
<senses>truesight 120 ft.</senses> <senses>truesight 120 ft.</senses>
<source>Locathah Rising p. 21</source>
<trait> <trait>
<name>Amphibious</name> <name>Amphibious</name>
<text>The kraken can breathe air and water.</text> <text>The kraken can breathe air and water.</text>
@@ -245,7 +242,7 @@
<type>humanoid (water genasi)</type> <type>humanoid (water genasi)</type>
<alignment>Lawful Evil</alignment> <alignment>Lawful Evil</alignment>
<ac>11, 14 (with mage armor)</ac> <ac>11, 14 (with mage armor)</ac>
<hp>75 (10d8 + 30)</hp> <hp>75 (10d8+30)</hp>
<speed>walk 30 ft., swim 30 ft.</speed> <speed>walk 30 ft., swim 30 ft.</speed>
<str>12</str> <str>12</str>
<dex>12</dex> <dex>12</dex>
@@ -263,7 +260,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Locathah Rising p. 23</source>
<trait> <trait>
<name>Amphibious</name> <name>Amphibious</name>
<text>Shoalar can breathe air and water.</text> <text>Shoalar can breathe air and water.</text>
@@ -299,7 +295,7 @@
<type>humanoid (any race)</type> <type>humanoid (any race)</type>
<alignment>Any Evil Alignment</alignment> <alignment>Any Evil Alignment</alignment>
<ac>10</ac> <ac>10</ac>
<hp>75 (10d8 + 30)</hp> <hp>75 (10d8+30)</hp>
<speed>walk 30 ft., swim 30 ft.</speed> <speed>walk 30 ft., swim 30 ft.</speed>
<str>12</str> <str>12</str>
<dex>10</dex> <dex>10</dex>
@@ -317,7 +313,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Locathah Rising p. 20</source>
<trait> <trait>
<name>Amphibious</name> <name>Amphibious</name>
<text>Whymsee can breathe air and water.</text> <text>Whymsee can breathe air and water.</text>
@@ -348,7 +343,7 @@
<type>humanoid (any race)</type> <type>humanoid (any race)</type>
<alignment>Any Evil Alignment</alignment> <alignment>Any Evil Alignment</alignment>
<ac>10</ac> <ac>10</ac>
<hp>75 (10d8 + 30)</hp> <hp>75 (10d8+30)</hp>
<speed>walk 30 ft., swim 30 ft.</speed> <speed>walk 30 ft., swim 30 ft.</speed>
<str>12</str> <str>12</str>
<dex>10</dex> <dex>10</dex>
@@ -366,7 +361,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Locathah Rising p. 20</source>
<trait> <trait>
<name>Amphibious</name> <name>Amphibious</name>
<text>Fhenimore can breathe air and water.</text> <text>Fhenimore can breathe air and water.</text>

View File

@@ -11,7 +11,6 @@
<components>V, S</components> <components>V, S</components>
<duration>Concentration, up to 1 hour</duration> <duration>Concentration, up to 1 hour</duration>
<classes>Warlock, Wizard</classes> <classes>Warlock, Wizard</classes>
<source>Lost Laboratory of Kwalish p. 57</source>
<text>You temporarily summon three familiars—spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the find familiar spell or similar means, then one fewer familiars are conjured by this spell. <text>You temporarily summon three familiars—spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the find familiar spell or similar means, then one fewer familiars are conjured by this spell.
Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you. 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. 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 @@
<components>V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes)</components> <components>V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes)</components>
<duration>10 minutes</duration> <duration>10 minutes</duration>
<classes>Warlock, Wizard</classes> <classes>Warlock, Wizard</classes>
<source>Lost Laboratory of Kwalish p. 57</source>
<text>You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature's body. <text>You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature's body.
As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet. 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. 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 @@
<components>V, S, M (a fragment of stone, wood, or other building material)</components> <components>V, S, M (a fragment of stone, wood, or other building material)</components>
<duration>24 hours</duration> <duration>24 hours</duration>
<classes>Wizard</classes> <classes>Wizard</classes>
<source>Lost Laboratory of Kwalish p. 57</source>
<text>You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell: <text>You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:
• A bedroom with a bed, chairs, chest, and magical fireplace • A bedroom with a bed, chairs, chest, and magical fireplace
• A study with desks, books, bookshelves, parchments, ink, and ink pens • A study with desks, books, bookshelves, parchments, ink, and ink pens
@@ -74,7 +71,7 @@
<type>undead</type> <type>undead</type>
<alignment>Any alignment</alignment> <alignment>Any alignment</alignment>
<ac>11 (natural armor)</ac> <ac>11 (natural armor)</ac>
<hp>58 (9d8 + 18)</hp> <hp>58 (9d8+18)</hp>
<speed>walk 0 ft.</speed> <speed>walk 0 ft.</speed>
<str>1</str> <str>1</str>
<dex>1</dex> <dex>1</dex>
@@ -92,7 +89,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened</conditionImmune> <conditionImmune>charmed, exhaustion, frightened</conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Lost Laboratory of Kwalish p. 38, Infernal Machine Rebuild</source>
<trait> <trait>
<name>Detect Sentience</name> <name>Detect Sentience</name>
<text>The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.</text> <text>The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.</text>
@@ -122,7 +118,7 @@
<type>construct</type> <type>construct</type>
<alignment>Unaligned</alignment> <alignment>Unaligned</alignment>
<ac>17 (natural armor)</ac> <ac>17 (natural armor)</ac>
<hp>142 (15d10 + 60)</hp> <hp>142 (15d10+60)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>20</str> <str>20</str>
<dex>12</dex> <dex>12</dex>
@@ -140,7 +136,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune> <conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
<senses>darkvision 120 ft.</senses> <senses>darkvision 120 ft.</senses>
<source>Lost Laboratory of Kwalish p. 38</source>
<trait> <trait>
<name>Magic Resistance</name> <name>Magic Resistance</name>
<text>The clockwork kraken has advantage on saving throws against spells and other magical effects.</text> <text>The clockwork kraken has advantage on saving throws against spells and other magical effects.</text>
@@ -168,7 +163,7 @@
<type>humanoid</type> <type>humanoid</type>
<alignment>Chaotic Neutral</alignment> <alignment>Chaotic Neutral</alignment>
<ac>14 (natural armor)</ac> <ac>14 (natural armor)</ac>
<hp>44 (8d8 + 8)</hp> <hp>44 (8d8+8)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>11</str> <str>11</str>
<dex>14</dex> <dex>14</dex>
@@ -186,7 +181,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Lost Laboratory of Kwalish p. 41</source>
<trait> <trait>
<name>Special Equipment</name> <name>Special Equipment</name>
<text>Garret wears a Ring of Warmth (included in his statistics) and wields a Gambler's Blade longsword.</text> <text>Garret wears a Ring of Warmth (included in his statistics) and wields a Gambler's Blade longsword.</text>
@@ -225,7 +219,7 @@
<type>humanoid</type> <type>humanoid</type>
<alignment>Neutral</alignment> <alignment>Neutral</alignment>
<ac>12 (Bracers of Defense)</ac> <ac>12 (Bracers of Defense)</ac>
<hp>45 (7d8 + 14)</hp> <hp>45 (7d8+14)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>10</str> <str>10</str>
<dex>12</dex> <dex>12</dex>
@@ -243,7 +237,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Lost Laboratory of Kwalish p. 41</source>
<trait> <trait>
<name>Special Equipment</name> <name>Special Equipment</name>
<text>Mary wears Bracers of Defense and a Ring of Protection, and carries a Deck of Several Things</text> <text>Mary wears Bracers of Defense and a Ring of Protection, and carries a Deck of Several Things</text>
@@ -278,7 +271,7 @@
<type>ooze</type> <type>ooze</type>
<alignment>Unaligned</alignment> <alignment>Unaligned</alignment>
<ac>10 (natural armor)</ac> <ac>10 (natural armor)</ac>
<hp>19 (2d8 + 10)</hp> <hp>19 (2d8+10)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>14</str> <str>14</str>
<dex>3</dex> <dex>3</dex>
@@ -296,7 +289,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, prone</conditionImmune> <conditionImmune>blinded, charmed, deafened, exhaustion, frightened, prone</conditionImmune>
<senses>blindsight 60 ft.</senses> <senses>blindsight 60 ft.</senses>
<source>Lost Laboratory of Kwalish p. 46</source>
<trait> <trait>
<name>Transparent</name> <name>Transparent</name>
<text>Even when an ooze-folk is in plain sight, it takes a DC 12 Wisdom (Perception) check to spot an ooze-folk that has neither moved nor attacked. A creature that tries to enter the ooze-folk's space while unaware of the ooze-folk is surprised by the ooze-folk.</text> <text>Even when an ooze-folk is in plain sight, it takes a DC 12 Wisdom (Perception) check to spot an ooze-folk that has neither moved nor attacked. A creature that tries to enter the ooze-folk's space while unaware of the ooze-folk is surprised by the ooze-folk.</text>
@@ -328,7 +320,7 @@
<type>monstrosity</type> <type>monstrosity</type>
<alignment>Lawful Evil</alignment> <alignment>Lawful Evil</alignment>
<ac>15 (natural armor)</ac> <ac>15 (natural armor)</ac>
<hp>127 (17d8 + 51)</hp> <hp>127 (17d8+51)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>10</str> <str>10</str>
<dex>15</dex> <dex>15</dex>
@@ -346,7 +338,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Infernal Machine Rebuild p. 23</source>
<trait> <trait>
<name>Petrifying Gaze</name> <name>Petrifying Gaze</name>
<text>When a creature that can see Gloine's eyes starts its turn within 30 feet of Gloine, Gloine can force it to make a DC 14 Constitution saving throw if Gloine isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.</text> <text>When a creature that can see Gloine's eyes starts its turn within 30 feet of Gloine, Gloine can force it to make a DC 14 Constitution saving throw if Gloine isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.</text>

View File

@@ -7,7 +7,7 @@
<type>monstrosity</type> <type>monstrosity</type>
<alignment>Neutral</alignment> <alignment>Neutral</alignment>
<ac>14 (natural armor)</ac> <ac>14 (natural armor)</ac>
<hp>55 (10d8 + 10)</hp> <hp>55 (10d8+10)</hp>
<speed>walk 10 ft., fly 50 ft.</speed> <speed>walk 10 ft., fly 50 ft.</speed>
<str>13</str> <str>13</str>
<dex>14</dex> <dex>14</dex>
@@ -25,7 +25,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>paralyzed</conditionImmune> <conditionImmune>paralyzed</conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Mordenkainens Fiendish Folio p. 4</source>
<trait> <trait>
<name>Keen Smell</name> <name>Keen Smell</name>
<text>The assassin bug has advantage on Wisdom</text> <text>The assassin bug has advantage on Wisdom</text>
@@ -63,7 +62,7 @@
<type>humanoid (blindheim)</type> <type>humanoid (blindheim)</type>
<alignment>Chaotic Neutral</alignment> <alignment>Chaotic Neutral</alignment>
<ac>14 (natural armor)</ac> <ac>14 (natural armor)</ac>
<hp>26 (4d8 + 8)</hp> <hp>26 (4d8+8)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>13</str> <str>13</str>
<dex>16</dex> <dex>16</dex>
@@ -81,7 +80,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Mordenkainens Fiendish Folio p. 5</source>
<trait> <trait>
<name>Radiant Eyes</name> <name>Radiant Eyes</name>
<text>While its eyes are open, a blindheim projects bright light in a 60-foot cone and dim light for an additional 60 feet. It sets the orientation of this cone at the end of each of its turns. All creatures that can see the blindheim have disadvantage on attack rolls while in the area of bright light and within 15 feet of the blindheim. Creatures with the Sunlight Sensitivity trait that can see the blindheim have disadvantage on attack rolls anywhere in the area of bright light.</text> <text>While its eyes are open, a blindheim projects bright light in a 60-foot cone and dim light for an additional 60 feet. It sets the orientation of this cone at the end of each of its turns. All creatures that can see the blindheim have disadvantage on attack rolls while in the area of bright light and within 15 feet of the blindheim. Creatures with the Sunlight Sensitivity trait that can see the blindheim have disadvantage on attack rolls anywhere in the area of bright light.</text>
@@ -114,7 +112,7 @@
<type>giant</type> <type>giant</type>
<alignment>Neutral</alignment> <alignment>Neutral</alignment>
<ac>16 (natural armor)</ac> <ac>16 (natural armor)</ac>
<hp>68 (8d10 + 24)</hp> <hp>68 (8d10+24)</hp>
<speed>walk 40 ft., swim 40 ft.</speed> <speed>walk 40 ft., swim 40 ft.</speed>
<str>19</str> <str>19</str>
<dex>10</dex> <dex>10</dex>
@@ -132,7 +130,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Mordenkainens Fiendish Folio p. 6</source>
<trait> <trait>
<name>Limited Amphibiousness</name> <name>Limited Amphibiousness</name>
<text>The crab folk can breathe air and water, but it needs to be submerged once every 24 hours to avoid suffocating.</text> <text>The crab folk can breathe air and water, but it needs to be submerged once every 24 hours to avoid suffocating.</text>
@@ -166,7 +163,7 @@
<type>humanoid (dire corby)</type> <type>humanoid (dire corby)</type>
<alignment>Neutral Evil</alignment> <alignment>Neutral Evil</alignment>
<ac>13 (natural armor)</ac> <ac>13 (natural armor)</ac>
<hp>16 (3d8 + 3)</hp> <hp>16 (3d8+3)</hp>
<speed>walk 40 ft., climb 40 ft.</speed> <speed>walk 40 ft., climb 40 ft.</speed>
<str>13</str> <str>13</str>
<dex>14</dex> <dex>14</dex>
@@ -184,7 +181,6 @@
<vulnerable>thunder</vulnerable> <vulnerable>thunder</vulnerable>
<conditionImmune>frightened</conditionImmune> <conditionImmune>frightened</conditionImmune>
<senses></senses> <senses></senses>
<source>Mordenkainens Fiendish Folio p. 7</source>
<trait> <trait>
<name>Dire Cacophony</name> <name>Dire Cacophony</name>
<text>Any creature other than a dire corby that starts its turn within 60 feet of a dire corby and can hear it must make a DC 11 Wisdom saving throw. On a failed save, the creature is unable to use the Dash action, cannot climb, or cast spells other than cantrips until the start of its next turn.</text> <text>Any creature other than a dire corby that starts its turn within 60 feet of a dire corby and can hear it must make a DC 11 Wisdom saving throw. On a failed save, the creature is unable to use the Dash action, cannot climb, or cast spells other than cantrips until the start of its next turn.</text>
@@ -219,7 +215,7 @@
<type>undead</type> <type>undead</type>
<alignment>Chaotic Evil</alignment> <alignment>Chaotic Evil</alignment>
<ac>15 (natural armor)</ac> <ac>15 (natural armor)</ac>
<hp>136 (16d8 + 64)</hp> <hp>136 (16d8+64)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>16</str> <str>16</str>
<dex>14</dex> <dex>14</dex>
@@ -237,7 +233,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>blinded, charmed, exhaustion, frightened, paralyzed, poisoned, stunned</conditionImmune> <conditionImmune>blinded, charmed, exhaustion, frightened, paralyzed, poisoned, stunned</conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Mordenkainens Fiendish Folio p. 8, Infernal Machine Rebuild</source>
<trait> <trait>
<name>Turn Immunity</name> <name>Turn Immunity</name>
<text>The eye of fear and flame is immune to effects that turn undead.</text> <text>The eye of fear and flame is immune to effects that turn undead.</text>
@@ -280,7 +275,7 @@
<type>fey</type> <type>fey</type>
<alignment>Chaotic Neutral</alignment> <alignment>Chaotic Neutral</alignment>
<ac>16 (natural armor)</ac> <ac>16 (natural armor)</ac>
<hp>45 (6d8 + 18)</hp> <hp>45 (6d8+18)</hp>
<speed>walk 40 ft.</speed> <speed>walk 40 ft.</speed>
<str>14</str> <str>14</str>
<dex>16</dex> <dex>16</dex>
@@ -298,7 +293,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Mordenkainens Fiendish Folio p. 9</source>
<trait> <trait>
<name>Magic Resistance</name> <name>Magic Resistance</name>
<text>The forlarren has advantage on saving throws against spells and other magical effects.</text> <text>The forlarren has advantage on saving throws against spells and other magical effects.</text>
@@ -348,7 +342,7 @@
<type>giant</type> <type>giant</type>
<alignment>Neutral Evil</alignment> <alignment>Neutral Evil</alignment>
<ac>16 (chain mail)</ac> <ac>16 (chain mail)</ac>
<hp>200 (16d12 + 96)</hp> <hp>200 (16d12+96)</hp>
<speed>walk 40 ft.</speed> <speed>walk 40 ft.</speed>
<str>27</str> <str>27</str>
<dex>10</dex> <dex>10</dex>
@@ -366,7 +360,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Mordenkainens Fiendish Folio p. 10</source>
<trait> <trait>
<name>Denizen of the Mist</name> <name>Denizen of the Mist</name>
<text>During its turn, the fog giant ignores the effects of fog cloud spells cast by it or other allied fog giants.</text> <text>During its turn, the fog giant ignores the effects of fog cloud spells cast by it or other allied fog giants.</text>
@@ -420,7 +413,7 @@
<type>humanoid (jermlaine)</type> <type>humanoid (jermlaine)</type>
<alignment>Neutral Evil</alignment> <alignment>Neutral Evil</alignment>
<ac>11</ac> <ac>11</ac>
<hp>3 (1d4 + 1)</hp> <hp>3 (1d4+1)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>4</str> <str>4</str>
<dex>12</dex> <dex>12</dex>
@@ -438,7 +431,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>darkvision 30 ft.</senses> <senses>darkvision 30 ft.</senses>
<source>Mordenkainens Fiendish Folio p. 11</source>
<trait> <trait>
<name>Lurkers in Shadow</name> <name>Lurkers in Shadow</name>
<text>Jermlaine are invisible to darkvision.</text> <text>Jermlaine are invisible to darkvision.</text>
@@ -483,7 +475,7 @@
<type>elemental</type> <type>elemental</type>
<alignment>Neutral</alignment> <alignment>Neutral</alignment>
<ac>20 (natural armor)</ac> <ac>20 (natural armor)</ac>
<hp>11 (2d6 + 4)</hp> <hp>11 (2d6+4)</hp>
<speed>walk 5 ft., fly 30 ft.</speed> <speed>walk 5 ft., fly 30 ft.</speed>
<str>13</str> <str>13</str>
<dex>10</dex> <dex>10</dex>
@@ -501,7 +493,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Mordenkainens Fiendish Folio p. 12</source>
<trait> <trait>
<name>Iron Scent</name> <name>Iron Scent</name>
<text>The khargra can scent the location of ferrous metal within 30 feet of it.</text> <text>The khargra can scent the location of ferrous metal within 30 feet of it.</text>
@@ -537,7 +528,7 @@
<type>fey</type> <type>fey</type>
<alignment>Neutral</alignment> <alignment>Neutral</alignment>
<ac>14</ac> <ac>14</ac>
<hp>7 (2d4 + 2)</hp> <hp>7 (2d4+2)</hp>
<speed>walk 30 ft., climb 30 ft.</speed> <speed>walk 30 ft., climb 30 ft.</speed>
<str>4</str> <str>4</str>
<dex>19</dex> <dex>19</dex>
@@ -555,7 +546,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Mordenkainens Fiendish Folio p. 13</source>
<action> <action>
<name>Slam</name> <name>Slam</name>
<text>Melee weapon attack: +-1 to hit, reach 5 ft., one target. 1 bludgeoning damage.</text> <text>Melee weapon attack: +-1 to hit, reach 5 ft., one target. 1 bludgeoning damage.</text>
@@ -605,7 +595,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Mordenkainens Fiendish Folio p. 14</source>
<trait> <trait>
<name>Vexing Presence</name> <name>Vexing Presence</name>
<text>While within 30 feet of a mite that can see it, a non-fey creature has disadvantage on Dexterity checks and</text> <text>While within 30 feet of a mite that can see it, a non-fey creature has disadvantage on Dexterity checks and</text>
@@ -638,7 +627,7 @@
<type>plant</type> <type>plant</type>
<alignment>Chaotic Evil</alignment> <alignment>Chaotic Evil</alignment>
<ac>13</ac> <ac>13</ac>
<hp>16 (3d8 + 3)</hp> <hp>16 (3d8+3)</hp>
<speed>walk 30 ft., climb 20 ft.</speed> <speed>walk 30 ft., climb 20 ft.</speed>
<str>13</str> <str>13</str>
<dex>17</dex> <dex>17</dex>
@@ -656,7 +645,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>blinded, deafened, exhaustion</conditionImmune> <conditionImmune>blinded, deafened, exhaustion</conditionImmune>
<senses>blindsight 30 ft.</senses> <senses>blindsight 30 ft.</senses>
<source>Mordenkainens Fiendish Folio p. 16</source>
<trait> <trait>
<name>Close Quarters Shooting</name> <name>Close Quarters Shooting</name>
<text>The needle spawn does not suffer disadvantage on ranged attacks while within 5 feet of a hostile creature that can see it and isn't incapacitated, if the target of the attack is also within 5 feet of the needle spawn.</text> <text>The needle spawn does not suffer disadvantage on ranged attacks while within 5 feet of a hostile creature that can see it and isn't incapacitated, if the target of the attack is also within 5 feet of the needle spawn.</text>
@@ -692,7 +680,7 @@
<type>plant</type> <type>plant</type>
<alignment>Chaotic Evil</alignment> <alignment>Chaotic Evil</alignment>
<ac>15 (natural armor)</ac> <ac>15 (natural armor)</ac>
<hp>45 (6d10 + 12)</hp> <hp>45 (6d10+12)</hp>
<speed>walk 40 ft.</speed> <speed>walk 40 ft.</speed>
<str>18</str> <str>18</str>
<dex>11</dex> <dex>11</dex>
@@ -710,7 +698,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>blinded, deafened, exhaustion</conditionImmune> <conditionImmune>blinded, deafened, exhaustion</conditionImmune>
<senses>blindsight 30 ft.</senses> <senses>blindsight 30 ft.</senses>
<source>Mordenkainens Fiendish Folio p. 16</source>
<trait> <trait>
<name>Needle Defense</name> <name>Needle Defense</name>
<text>Each time a creature makes a melee attack against a needle lord, it takes 2 piercing damage. A creature can choose to make an attack with disadvantage to avoid this damage.</text> <text>Each time a creature makes a melee attack against a needle lord, it takes 2 piercing damage. A creature can choose to make an attack with disadvantage to avoid this damage.</text>
@@ -750,7 +737,7 @@
<type>humanoid (goblinoid)</type> <type>humanoid (goblinoid)</type>
<alignment>Chaotic Evil</alignment> <alignment>Chaotic Evil</alignment>
<ac>17 (natural armor)</ac> <ac>17 (natural armor)</ac>
<hp>16 (3d8 + 3)</hp> <hp>16 (3d8+3)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>13</str> <str>13</str>
<dex>10</dex> <dex>10</dex>
@@ -768,7 +755,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Mordenkainens Fiendish Folio p. 17</source>
<action> <action>
<name>Multiattack</name> <name>Multiattack</name>
<text>The norker makes one mace and one bite attack.</text> <text>The norker makes one mace and one bite attack.</text>
@@ -803,7 +789,7 @@
<type>humanoid (goblinoid)</type> <type>humanoid (goblinoid)</type>
<alignment>Chaotic Evil</alignment> <alignment>Chaotic Evil</alignment>
<ac>17 (natural armor)</ac> <ac>17 (natural armor)</ac>
<hp>39 (6d8 + 12)</hp> <hp>39 (6d8+12)</hp>
<speed>walk 30 ft.</speed> <speed>walk 30 ft.</speed>
<str>16</str> <str>16</str>
<dex>10</dex> <dex>10</dex>
@@ -821,7 +807,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Mordenkainens Fiendish Folio p. 17</source>
<action> <action>
<name>Multiattack</name> <name>Multiattack</name>
<text>The norker war leader makes one greataxe and one bite attack, and also uses Fight On, You Slugs.</text> <text>The norker war leader makes one greataxe and one bite attack, and also uses Fight On, You Slugs.</text>
@@ -860,7 +845,7 @@
<type>fey</type> <type>fey</type>
<alignment>Lawful Evil</alignment> <alignment>Lawful Evil</alignment>
<ac>17 (natural armor)</ac> <ac>17 (natural armor)</ac>
<hp>18 (4d6 + 4)</hp> <hp>18 (4d6+4)</hp>
<speed>walk 0 ft., fly 40 ft.</speed> <speed>walk 0 ft., fly 40 ft.</speed>
<str>4</str> <str>4</str>
<dex>16</dex> <dex>16</dex>
@@ -878,7 +863,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Mordenkainens Fiendish Folio p. 19</source>
<trait> <trait>
<name>Agile Flier</name> <name>Agile Flier</name>
<text>Opportunity attacks against the screaming devilkin have disadvantage while it is flying.</text> <text>Opportunity attacks against the screaming devilkin have disadvantage while it is flying.</text>
@@ -913,7 +897,7 @@
<type>aberration</type> <type>aberration</type>
<alignment>Chaotic Neutral</alignment> <alignment>Chaotic Neutral</alignment>
<ac>20 (natural armor)</ac> <ac>20 (natural armor)</ac>
<hp>325 (26d10 + 182)</hp> <hp>325 (26d10+182)</hp>
<speed>walk 40 ft., climb 40 ft., swim 40 ft.</speed> <speed>walk 40 ft., climb 40 ft., swim 40 ft.</speed>
<str>24</str> <str>24</str>
<dex>18</dex> <dex>18</dex>
@@ -931,7 +915,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune> <conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
<senses>truesight 120 ft.</senses> <senses>truesight 120 ft.</senses>
<source>Mordenkainens Fiendish Folio p. 20</source>
<trait> <trait>
<name>Entropic Aura</name> <name>Entropic Aura</name>
<text>Each creature that is not a construct or undead that ends its turn within 15 feet of Ygorl takes 14 (4d6) necrotic damage.</text> <text>Each creature that is not a construct or undead that ends its turn within 15 feet of Ygorl takes 14 (4d6) necrotic damage.</text>
@@ -1006,7 +989,7 @@
<type>monstrosity</type> <type>monstrosity</type>
<alignment>Lawful Evil</alignment> <alignment>Lawful Evil</alignment>
<ac>16 (natural armor)</ac> <ac>16 (natural armor)</ac>
<hp>33 (6d8 + 6)</hp> <hp>33 (6d8+6)</hp>
<speed>walk 40 ft.</speed> <speed>walk 40 ft.</speed>
<str>14</str> <str>14</str>
<dex>18</dex> <dex>18</dex>
@@ -1024,7 +1007,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses></senses> <senses></senses>
<source>Mordenkainens Fiendish Folio p. 21</source>
<trait> <trait>
<name>Ethereal Jaunt</name> <name>Ethereal Jaunt</name>
<text>As a bonus action, a xill can magically shift from the Material Plane to the Ethereal Plane, or vice versa.</text> <text>As a bonus action, a xill can magically shift from the Material Plane to the Ethereal Plane, or vice versa.</text>

View File

@@ -7,7 +7,7 @@
<type>undead</type> <type>undead</type>
<alignment>Unaligned</alignment> <alignment>Unaligned</alignment>
<ac>13 (natural armor)</ac> <ac>13 (natural armor)</ac>
<hp>126 (11d12 + 55)</hp> <hp>126 (11d12+55)</hp>
<speed>walk 20 ft., swim 50 ft.</speed> <speed>walk 20 ft., swim 50 ft.</speed>
<str>23</str> <str>23</str>
<dex>11</dex> <dex>11</dex>
@@ -25,7 +25,6 @@
<vulnerable>bludgeoning</vulnerable> <vulnerable>bludgeoning</vulnerable>
<conditionImmune>exhaustion, poisoned</conditionImmune> <conditionImmune>exhaustion, poisoned</conditionImmune>
<senses>blindsight 60 ft.</senses> <senses>blindsight 60 ft.</senses>
<source>Sleeping Dragon's Wake</source>
<trait> <trait>
<name>Blood Frenzy</name> <name>Blood Frenzy</name>
<text>The giant shark skeleton has advantage on melee attack rolls against any creature that doesn't have all its hit points.</text> <text>The giant shark skeleton has advantage on melee attack rolls against any creature that doesn't have all its hit points.</text>
@@ -46,7 +45,7 @@
<type>dragon</type> <type>dragon</type>
<alignment>Lawful Good</alignment> <alignment>Lawful Good</alignment>
<ac>19 (natural armor)</ac> <ac>19 (natural armor)</ac>
<hp>212 (17d12 + 102)</hp> <hp>212 (17d12+102)</hp>
<speed>walk 40 ft., fly 80 ft., swim 40 ft.</speed> <speed>walk 40 ft., fly 80 ft., swim 40 ft.</speed>
<str>25</str> <str>25</str>
<dex>10</dex> <dex>10</dex>
@@ -64,7 +63,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>blindsight 60 ft., darkvision 120 ft.</senses> <senses>blindsight 60 ft., darkvision 120 ft.</senses>
<source>Sleeping Dragon's Wake</source>
<trait> <trait>
<name>Amphibious</name> <name>Amphibious</name>
<text>Lhammaruntosz can breathe air and water.</text> <text>Lhammaruntosz can breathe air and water.</text>

View File

@@ -7,7 +7,7 @@
<type>elemental</type> <type>elemental</type>
<alignment>Chaotic Evil</alignment> <alignment>Chaotic Evil</alignment>
<ac>17 (natural armor)</ac> <ac>17 (natural armor)</ac>
<hp>147 (14d10 + 70)</hp> <hp>147 (14d10+70)</hp>
<speed>walk 30 ft., fly 60 ft.</speed> <speed>walk 30 ft., fly 60 ft.</speed>
<str>19</str> <str>19</str>
<dex>11</dex> <dex>11</dex>
@@ -25,7 +25,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>exhaustion, petrified, poisoned</conditionImmune> <conditionImmune>exhaustion, petrified, poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Storm Lord's Wrath</source>
<trait> <trait>
<name>False Appearance</name> <name>False Appearance</name>
<text>While the statue remains motionless, it is indistinguishable from an inanimate statue.</text> <text>While the statue remains motionless, it is indistinguishable from an inanimate statue.</text>
@@ -71,7 +70,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune>charmed, frightened, paralyzed, petrified, poisoned</conditionImmune> <conditionImmune>charmed, frightened, paralyzed, petrified, poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Storm Lord's Wrath</source>
<action> <action>
<name>Sting</name> <name>Sting</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.</text> <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.</text>
@@ -86,7 +84,7 @@
<type>fiend</type> <type>fiend</type>
<alignment>Lawful Evil</alignment> <alignment>Lawful Evil</alignment>
<ac>15 (natural armor)</ac> <ac>15 (natural armor)</ac>
<hp>45 (7d8 + 14)</hp> <hp>45 (7d8+14)</hp>
<speed>walk 50 ft.</speed> <speed>walk 50 ft.</speed>
<str>17</str> <str>17</str>
<dex>12</dex> <dex>12</dex>
@@ -104,7 +102,6 @@
<vulnerable></vulnerable> <vulnerable></vulnerable>
<conditionImmune></conditionImmune> <conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<source>Storm Lord's Wrath</source>
<trait> <trait>
<name>Keen Hearing and Smell</name> <name>Keen Hearing and Smell</name>
<text>Tooth-N-Claw has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text> <text>Tooth-N-Claw has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>