Merge pull request #28 from kinkofer/NewSources

feature: Add new sources
pull/29/head
Chris Jennewein 2020-01-23 12:50:56 -07:00 committed by GitHub
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<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<collection> <collection>
<!-- Core Rulebooks -->
<doc href="../FightClub5eXML/Sources/CoreRulebooks.xml" /> <doc href="../FightClub5eXML/Sources/CoreRulebooks.xml" />
<!-- Supplements -->
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml" />
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated.xml" />
<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio.xml" />
<!-- Adventures -->
<doc href="../FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml" /> <doc href="../FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml" />
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus.xml" /> <doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus.xml" />
<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra.xml" />
<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild.xml" />
<doc href="../FightClub5eXML/Sources/LocathahRising.xml" />
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish.xml" />
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak.xml" />
<doc href="../FightClub5eXML/Sources/DivineContention.xml" />
<doc href="../FightClub5eXML/Sources/StormLordsWrath.xml" />
<doc href="../FightClub5eXML/Sources/SleepingDragonsWake.xml" />
<!-- UnearthedArcana -->
<doc href="../FightClub5eXML/Sources/UnearthedArcana.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana.xml" />
<!-- Homebrew -->
<doc href="../FightClub5eXML/Sources/Homebrew.xml" /> <doc href="../FightClub5eXML/Sources/Homebrew.xml" />
</collection> </collection>

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<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<collection> <collection>
<!-- Core Rulebooks -->
<doc href="../FightClub5eXML/Sources/CoreRulebooks.xml" /> <doc href="../FightClub5eXML/Sources/CoreRulebooks.xml" />
<!-- Supplements -->
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml" />
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated.xml" />
<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio.xml" />
<!-- Adventures -->
<doc href="../FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml" /> <doc href="../FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml" />
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus.xml" /> <doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus.xml" />
<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra.xml" />
<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild.xml" />
<doc href="../FightClub5eXML/Sources/LocathahRising.xml" />
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish.xml" />
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak.xml" />
<doc href="../FightClub5eXML/Sources/DivineContention.xml" />
<doc href="../FightClub5eXML/Sources/StormLordsWrath.xml" />
<doc href="../FightClub5eXML/Sources/SleepingDragonsWake.xml" />
</collection> </collection>

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<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<collection> <collection>
<!-- Core Rulebooks -->
<doc href="../FightClub5eXML/Sources/CoreRulebooks.xml" /> <doc href="../FightClub5eXML/Sources/CoreRulebooks.xml" />
<!-- Supplements -->
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml" />
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated.xml" />
<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio.xml" />
<!-- Adventures -->
<doc href="../FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml" /> <doc href="../FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml" />
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus.xml" /> <doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus.xml" />
<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra.xml" />
<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild.xml" />
<doc href="../FightClub5eXML/Sources/LocathahRising.xml" />
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish.xml" />
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak.xml" />
<doc href="../FightClub5eXML/Sources/DivineContention.xml" />
<doc href="../FightClub5eXML/Sources/StormLordsWrath.xml" />
<doc href="../FightClub5eXML/Sources/SleepingDragonsWake.xml" />
<!-- UnearthedArcana -->
<doc href="../FightClub5eXML/Sources/UnearthedArcana.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana.xml" />
</collection> </collection>

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@ -17,16 +17,19 @@ Any questions hit me up on twitter [@dragonahcas](http://twitter.com/dragonahcas
Import one of the Collection files into the Fight Club app. Import one of the Collection files into the Fight Club app.
**CoreRulebooks**: Player's Handbook, Dungeon Master's Guide, and Monster Manual **CoreRulebooks**: Player's Handbook, Dungeon Master's Guide, and Monster Manual
**CoreOnly**: _CoreRulebooks_ plus Rulebook Supplements and Adventures **CoreOnly**: _CoreRulebooks_ plus Rulebook Supplements and Adventures
**CorePlusUA-NoHomebrew**: _CoreOnly_ plus Unearthed Arcana **CorePlusUA-NoHomebrew**: _CoreOnly_ plus Unearthed Arcana
**Complete**: _CorePlusUA-NoHomebrew_ plus homebrew content **Complete**: _CorePlusUA-NoHomebrew_ plus homebrew content
## Additional Contributors ## Additional Contributors
@kinkofer: for XML generation systems to allow github collections to be auto generated `@kinkofer` for XML generation systems to allow github collections to be auto generated
@felix_mil_: for xml creation tools https://felixmil.shinyapps.io/compendiumbuildr/ `@felix_mil_` for xml creation tools [https://felixmil.shinyapps.io/compendiumbuildr/](https://felixmil.shinyapps.io/compendiumbuildr/)
## Contribute ## Contribute

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<?xml version="1.0" encoding="UTF-8"?>
<compendium version="5" auto_indent="NO">
<!-- Spells -->
<monster>
<name>Ebondeath</name>
<size>M</size>
<type>undead</type>
<alignment>Any alignment</alignment>
<ac>15</ac>
<hp>225 (10d8)</hp>
<speed>walk 0 ft., fly 40 ft.</speed>
<str>7</str>
<dex>13</dex>
<con>10</con>
<int>10</int>
<wis>12</wis>
<cha>17</cha>
<save></save>
<skill></skill>
<passive>11</passive>
<languages>Any languages it knew in life</languages>
<cr>4</cr>
<resist>acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
<immune>cold, necrotic, poison</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Ethereal Sight</name>
<text>Ebondeath can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.</text>
</trait>
<trait>
<name>Incorporeal Movement</name>
<text>Ebondeath can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
</trait>
<trait>
<name>Legendary Resistance (3/Day)</name>
<text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
</trait>
<action>
<name>Withering Touch</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 17 (4d6 + 3) necrotic damage.</text>
<attack>Withering Touch|5|4d6+3</attack>
</action>
<action>
<name>Etherealness</name>
<text>Ebondeath enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.</text>
</action>
<action>
<name>Horrifying Visage</name>
<text>Each non-undead creature within 60 feet of Ebondeath that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this Ebondeath's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.</text>
</action>
<action>
<name>Possession (Recharge 6)</name>
<text>One humanoid that Ebondeath can see within 5 feet of it must succeed on a DC 20 Charisma saving throw or be possessed by Ebondeath; Ebondeath then disappears, and the target is incapacitated and loses control of its body. Ebondeath now controls the body but doesn't deprive the target of awareness. Ebondeath can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, including gaining access to the target's knowledge, class features, and proficiencies.</text>
<text>The possession lasts until the body drops to 0 hit points, Ebondeath ends it as a bonus action, or Ebondeath is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Ebondeath reappears in an unoccupied space within 5 feet of the body. The target is immune to Ebondeath Possession for 24 hours after succeeding on the saving throw or after the possession ends.</text>
</action>
<description>Over a thousand years ago, the black dragon Chardansearavitriol, commonly known as Ebondeath, settled in the Mere of Dead Men, making his lair in the ruined citadel of Uthtower. Ebondeath became a dracolich and was worshiped by the Cult of the Dragon until the death god Myrkul's influence waned across Faerûn and the dragon's bones turned to dust.
Source: Divine Contention</description>
<environment></environment>
</monster>
</compendium>

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<?xml version="1.0" encoding="UTF-8"?>
<compendium version="5" auto_indent="NO">
<!-- Monsters -->
<monster>
<name>Spellcaster</name>
<size>M</size>
<type>humanoid</type>
<alignment>Any alignment</alignment>
<ac>12 (leather armor)</ac>
<hp>9 (2d8)</hp>
<speed>walk 30 ft.</speed>
<str>10</str>
<dex>12</dex>
<con>10</con>
<int>15</int>
<wis>14</wis>
<cha>13</cha>
<save>Wis +4</save>
<skill>Arcana +4, Investigation +4, Religion +4</skill>
<passive>12</passive>
<languages>Common, plus one of your choice</languages>
<cr></cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Magical Role</name>
<text>Choose a role for the spellcaster: healer or mage. Your choice determines which Spellcasting trait to use below.</text>
</trait>
<action>
<name>Quarterstaff</name>
<text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.</text>
<attack>Quarterstaff|2|1d6</attack>
</action>
<trait>
<name>Spellcasting (Healer)</name>
<text>The spellcaster's spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The spellcaster has following cleric spells prepared:</text>
<text>Cantrips (at will): guidance, sacred flame</text>
<text>• 1st level (2 slots): cure wounds</text>
</trait>
<slots>2</slots>
<trait>
<name>Spellcasting (Mage)</name>
<text>The spellcaster's spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The spellcaster has following wizard spells prepared:</text>
<text>Cantrips (at will): fire bolt, light</text>
<text>• 1st level (2 slots): sleep</text>
</trait>
<slots>2</slots>
<spells>guidance, sacred flame, cure wounds, fire bolt, light, sleep</spells>
<description>Source: Dragon of Icespire Peak</description>
<environment></environment>
</monster>
<monster>
<name>Expert</name>
<size>M</size>
<type>humanoid</type>
<alignment>Any alignment</alignment>
<ac>14 (studded leather armor)</ac>
<hp>11 (2d8+2)</hp>
<speed>walk 30 ft.</speed>
<str>10</str>
<dex>15</dex>
<con>12</con>
<int>13</int>
<wis>10</wis>
<cha>14</cha>
<save>Dex +4</save>
<skill>Acrobatics +4, Performance +4, Persuasion +4, Sleight of hand +4, Stealth +4</skill>
<passive>10</passive>
<languages>Common, plus one of your choice</languages>
<cr></cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Helpful</name>
<text>The expert can take the Help action as a bonus action.</text>
</trait>
<trait>
<name>Tools</name>
<text>The expert has thieves' tools and a musical instrument.</text>
</trait>
<action>
<name>Shortsword</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Shortsword|4|1d6+2</attack>
</action>
<action>
<name>Dagger</name>
<text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
<attack>Dagger|4|1d4+2</attack>
</action>
<action>
<name>Shortbow</name>
<text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 6 (1d8 + 2) piercing damage.</text>
<attack>Shortbow|4|1d8+2</attack>
</action>
<description>Source: Dragon of Icespire Peak</description>
<environment></environment>
</monster>
<monster>
<name>Warrior</name>
<size>M</size>
<type>humanoid</type>
<alignment>Any alignment</alignment>
<ac>16 (chain shirt)</ac>
<hp>13 (2d8+4)</hp>
<speed>walk 30 ft.</speed>
<str>15</str>
<dex>13</dex>
<con>14</con>
<int>10</int>
<wis>12</wis>
<cha>10</cha>
<save>Con +4</save>
<skill>Athletics +4, Perception +3, Survival +3</skill>
<passive>13</passive>
<languages>Common, plus one of your choice</languages>
<cr></cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Martial Role</name>
<text>The warrior has one of the following traits of your choice:</text>
<text>• Attacker: The warrior gains a +2 bonus to attack rolls.</text>
<text>• Defender: The warrior gains the Protection reaction below.</text>
</trait>
<action>
<name>Longsword</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.</text>
<attack>Longsword|4|1d8+2</attack>
</action>
<action>
<name>Longbow</name>
<text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. 5 (1d8 + 1) piercing damage.</text>
<attack>Longbow|3|1d8+1</attack>
</action>
<reaction>
<name>Protection (Defender Only)</name>
<text>The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn't the warrior. The warrior must be able to see the attacker.</text>
</reaction>
<description>Source: Dragon of Icespire Peak</description>
<environment></environment>
</monster>
<monster>
<name>Anchorite of Talos</name>
<size>M</size>
<type>humanoid (half-orc, shapechanger)</type>
<alignment>Neutral Evil</alignment>
<ac>13 (hide armor)</ac>
<hp>58 (9d8+18)</hp>
<speed>walk 30 ft.</speed>
<str>16</str>
<dex>13</dex>
<con>14</con>
<int>9</int>
<wis>15</wis>
<cha>12</cha>
<save></save>
<skill>Nature +1, Stealth +3, Survival +4</skill>
<passive>12</passive>
<languages>Common, Orc</languages>
<cr>3</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Shapechanger</name>
<text>The anchorite can use its action to polymorph into a boar or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.</text>
</trait>
<action>
<name>Clawed Gauntlet (Humanoid Form Only)</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) slashing damage.</text>
<attack>Clawed Gauntlet (Humanoid Form Only)|5|1d4+3</attack>
</action>
<action>
<name>Tusk (Boar Form Only)</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.</text>
<attack>Tusk (Boar Form Only)|5|1d6+3</attack>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>The anchorite's innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:</text>
<text>3/day: thunderwave (2d8 damage)</text>
<text>1/day each: augury, bless, lightning bolt (8d6 damage), revivify</text>
</trait>
<spells>thunderwave, augury, bless, lightning bolt, revivify</spells>
<description>These religious recluses are granted spellcasting power by Talos, the god of storms. Their human ancestors bred with orcs, and now all anchorites of Talos are half-orcs.
Source: Dragon of Icespire Peak, Divine Contention, Sleeping Dragon's Wake</description>
<environment></environment>
</monster>
<monster>
<name>Don-Jon Raskin</name>
<size>M</size>
<type>humanoid (human)</type>
<alignment>Neutral</alignment>
<ac>10</ac>
<hp>44 (8d8+8)</hp>
<speed>walk 30 ft.</speed>
<str>11</str>
<dex>10</dex>
<con>13</con>
<int>12</int>
<wis>10</wis>
<cha>14</cha>
<save>Dex +2, Con +3</save>
<skill>Deception +4, Persuasion +4</skill>
<passive>10</passive>
<languages>Common, Dwarvish</languages>
<cr>1/2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Brave</name>
<text>Don-Jon has advantage on saving throws against being frightened.</text>
</trait>
<trait>
<name>Not Dead Yet (Recharges after a Long Rest)</name>
<text>If damage reduces Don-Jon to 0 hit points, he drops to 1 hit point instead and gains advantage on attack rolls until the end of his next turn.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Don-Jon makes three melee attacks.</text>
</action>
<action>
<name>Dagger</name>
<text>Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. 2 (1d4) piercing damage.</text>
<attack>Dagger|2|1d4</attack>
</action>
<action>
<name>Sling</name>
<text>Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. 2 (1d4) bludgeoning damage.</text>
<attack>Sling|2|1d4</attack>
</action>
<description>Adventurers who undertake the Mountain's Toe Quest meet Don-Jon Raskin, a fearless troubleshooter who has experienced more than his fair share of adventures.
Source: Dragon of Icespire Peak</description>
<environment></environment>
</monster>
<monster>
<name>Falcon the Hunter</name>
<size>M</size>
<type>humanoid (human)</type>
<alignment>Neutral Good</alignment>
<ac>14 (studded leather armor)</ac>
<hp>112 (15d8+45)</hp>
<speed>walk 30 ft.</speed>
<str>14</str>
<dex>15</dex>
<con>16</con>
<int>11</int>
<wis>16</wis>
<cha>15</cha>
<save>Dex +4, Wis +5</save>
<skill>Athletics +4, Perception +7, Survival +5</skill>
<passive>17</passive>
<languages>Common</languages>
<cr>4</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Archer</name>
<text>A longbow or shortbow deals one extra die of its damage when Falcon hits with it (included in his longbow attack).</text>
</trait>
<trait>
<name>Sharpshooter</name>
<text>Falcon's ranged weapon attacks ignore half cover and three-quarters cover.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Falcon makes three melee attacks or two ranged attacks.</text>
</action>
<action>
<name>Longsword</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.</text>
<attack>Longsword|4|1d8+2</attack>
</action>
<action>
<name>Longbow</name>
<text>Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 11 (2d8 + 2) piercing damage.</text>
<attack>Longbow|4|2d8+2</attack>
</action>
<description>Adventurers encounter Falcon the Hunter if they visit his hunting lodge in Neverwinter Wood.
Source: Dragon of Icespire Peak</description>
<environment></environment>
</monster>
<monster>
<name>Gorthok the Thunder Boar</name>
<size>H</size>
<type>monstrosity</type>
<alignment>Chaotic Evil</alignment>
<ac>15 (natural armor)</ac>
<hp>73 (7d12+28)</hp>
<speed>walk 50 ft.</speed>
<str>20</str>
<dex>11</dex>
<con>19</con>
<int>6</int>
<wis>10</wis>
<cha>14</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>6</cr>
<resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
<immune>lightning, thunder</immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Relentless (Recharges after a Short or Long Rest)</name>
<text>If Gorthok takes 27 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Gorthok makes two melee attacks: one with its lightning tusks and one with its thunder hooves.</text>
</action>
<action>
<name>Lightning Tusks</name>
<text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 12 (2d6 + 5) slashing damage plus 7 (2d6) lightning damage.</text>
<attack>Lightning Tusks|8|2d6+5</attack>
</action>
<action>
<name>Thunder Hooves</name>
<text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) thunder damage.</text>
<attack>Thunder Hooves|8|2d6+5</attack>
</action>
<action>
<name>Lightning Bolt (Recharge 6)</name>
<text>Gorthok shoots a bolt of lightning at one creature it can see within 120 feet of it. The target must make a DC 15 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one.</text>
</action>
<description>Gorthok is a primal nature spirit that takes the form of a boar as big as an elephant, with lightning that dances along its tusks. Gorthok serves the will of Talos, god of storms, and can be summoned during stormy weather to do the bidding of Talos's evil followers. Like its patron deity, Gorthok revels in destruction.
Source: Dragon of Icespire Peak</description>
<environment></environment>
</monster>
<monster>
<name>Rock Gnome Recluse</name>
<size>S</size>
<type>humanoid (gnome)</type>
<alignment>Chaotic Neutral</alignment>
<ac>10 (13 with mage armor)</ac>
<hp>7 (2d6)</hp>
<speed>walk 25 ft.</speed>
<str>6</str>
<dex>11</dex>
<con>10</con>
<int>15</int>
<wis>10</wis>
<cha>13</cha>
<save></save>
<skill>Arcana +4, History +4</skill>
<passive>10</passive>
<languages>Common, Gnomish</languages>
<cr>1/4</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Gnome Cunning</name>
<text>The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.</text>
</trait>
<action>
<name>Magic Missile (Expends a 1st-Level Spell Slot)</name>
<text>The gnome creates three magical darts. Each dart hits a creature the gnome chooses within 120 feet of it and deals 3 (1d4 + 1) force damage.</text>
</action>
<action>
<name>Ray of Frost</name>
<text>Ranged Spell Attack: +4 to hit, range 60 ft., one creature. 4 (1d8) cold damage, and the target's speed is reduced by 10 feet until the start of the gnome's next turn.</text>
<attack>Ray of Frost|4|1d8</attack>
</action>
<trait>
<name>Spellcasting</name>
<text>The gnome is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:</text>
<text>Cantrips (at will): mage hand, prestidigitation, ray of frost (see "Actions" below)</text>
<text>• 1st level (3 slots): detect magic, mage armor, magic missile (see "Actions" below), shield</text>
</trait>
<slots>3</slots>
<spells>mage hand, prestidigitation, ray of frost, detect magic, mage armor, magic missile, shield</spells>
<description>Rock gnome recluses are skilled in the arcane arts. They use their magical talents to create all kinds of wondrous inventions, very few of which work as intended.
Source: Dragon of Icespire Peak</description>
<environment></environment>
</monster>
</compendium>

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<?xml version="1.0" encoding="UTF-8"?>
<compendium version="5" auto_indent="NO">
<!-- Monsters -->
<monster>
<name>Demogorgon (monstrosity)</name>
<size>M</size>
<type>monstrosity</type>
<alignment>Unaligned</alignment>
<ac>15 (natural armor)</ac>
<hp>60 (8d8+24)</hp>
<speed>walk 30 ft.</speed>
<str>16</str>
<dex>12</dex>
<con>16</con>
<int>3</int>
<wis>12</wis>
<cha>5</cha>
<save></save>
<skill>Perception +3, Stealth +5</skill>
<passive>13</passive>
<languages></languages>
<cr>4</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>blindsight 60 ft.</senses>
<trait>
<name>Keen Smell</name>
<text>The demogorgon has advantage on Wisdom (Perception) checks that rely on smell.</text>
</trait>
<trait>
<name>Blood Frenzy</name>
<text>The demogorgon has advantage on melee attack rolls against any creature that doesn't have all its hit points.</text>
</trait>
<trait>
<name>Regeneration</name>
<text>The demogorgon regains 10 hit points at the start of its turn. If the demogorgon takes acid or fire damage, this trait doesn't function at the start of the demogorgon's next turn. The demogorgon dies only if it starts its turn with 0 hit points and doesn't regenerate.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The demogorgon makes three attacks: one with its bite and two with its claws.</text>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.</text>
<attack>Bite|5|1d8+3</attack>
</action>
<action>
<name>Claw</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 12 (2d8 + 3) slashing damage.</text>
<attack>Claw|5|2d8+3</attack>
</action>
<description>Source: Hunt for the Thessalhydra</description>
<environment></environment>
</monster>
<monster>
<name>Thessalhydra</name>
<size>H</size>
<type>monstrosity</type>
<alignment>Unaligned</alignment>
<ac>14 (natural armor)</ac>
<hp>69 (6d12+30)</hp>
<speed>walk 30 ft., swim 30 ft.</speed>
<str>19</str>
<dex>12</dex>
<con>20</con>
<int>5</int>
<wis>10</wis>
<cha>7</cha>
<save></save>
<skill>Perception +4</skill>
<passive>14</passive>
<languages></languages>
<cr>4</cr>
<resist></resist>
<immune>acid</immune>
<vulnerable></vulnerable>
<conditionImmune>blinded, charmed, deafened, frightened, stunned</conditionImmune>
<senses>darkvision 60 ft.</senses>
<action>
<name>Multiattack</name>
<text>The thessalhydra makes one maw attack and one Flurry of Bites.</text>
</action>
<action>
<name>Flurry of Bites</name>
<text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 7 (1d6 + 4) piercing damage plus 10 (4d4) poison damage.</text>
<attack>Flurry of Bites|7|1d6+4</attack>
</action>
<action>
<name>Maw</name>
<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d10 + 4) piercing damage plus 5 (1d10) acid damage.</text>
<attack>Maw|7|1d10+4</attack>
</action>
<action>
<name>Tail Pincer</name>
<text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 10 (1d12 + 4) slashing damage, and the target is grappled. As an action, the target can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check (its choice). Until this grapple ends, the thessalhydra can't use its tail pincer.</text>
<attack>Tail Pincer|7|1d12+4</attack>
</action>
<action>
<name>Acid Saliva (Recharge 5-6)</name>
<text>The thessalhydra spits a glob of acid at a point it can see within 30 feet of it. Each creature within 10 feet of that point must make a DC 15 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.</text>
</action>
<legendary>
<text>The monstrosity can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Detect</name>
<text>The thessalhydra makes a Wisdom (Perception) check with advantage.</text>
</legendary>
<legendary>
<name>Tail Swipe</name>
<text>The thessalhydra makes a tail pincer attack.</text>
</legendary>
<description>The thessalhydra is a strange and terrible creature with eight heads surrounding a large, circular mouth rimmed with jagged teeth. Its maw drips with acid, and its tail ends with a pair of sharp pincers. The thessalhydra is gluttonous and damaging to any environment.
Source: Hunt for the Thessalhydra, Infernal Machine Rebuild</description>
<environment></environment>
</monster>
</compendium>

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<?xml version="1.0" encoding="UTF-8"?>
<compendium version="5" auto_indent="NO">
<!-- Monsters -->
<monster>
<name>Amble</name>
<size>M</size>
<type>humanoid (tortle)</type>
<alignment>Lawful Good</alignment>
<ac>18 (natural armor)</ac>
<hp>90 (12d8+36)</hp>
<speed>walk 30 ft.</speed>
<str>14</str>
<dex>10</dex>
<con>16</con>
<int>10</int>
<wis>18</wis>
<cha>14</cha>
<save>Str +6, Dex +4, Con +7, Int +4, Wis +8, Cha +6</save>
<skill>Animal handling +8, Insight +8, Medicine +8, Perception +8, Survival +8</skill>
<passive>18</passive>
<languages>Aquan, Common, Druidic</languages>
<cr>10</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Hearth of Moonlight and Shadow</name>
<text>At the start of a short or long rest, Amble can touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.</text>
<text>While within the sphere, Amble and their allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere isn't visible outside it.</text>
<text>The sphere vanishes at the end of the rest or when Amble leaves the sphere.</text>
</trait>
<trait>
<name>Hold Breath</name>
<text>Amble can hold their breath for up to 1 hour at a time.</text>
</trait>
<trait>
<name>Balm of the Summer Court (12d6)</name>
<text>(As a Bonus Action) Amble can choose one creature they can see within 120 feet of them and spend up to 6d6 of their die pool. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. Amble regains all expended dice when they finish a long rest.</text>
</trait>
<trait>
<name>Hidden Paths (4/Day)</name>
<text>(As a Bonus Action) Amble may teleport up to 60 feet to an unoccupied space they can see.</text>
</trait>
<action>
<name>Change Shape (2/Day)</name>
<text>Amble magically polymorphs into a beast with a challenge rating of 1 or less, and can remain in this form for up to 6 hours. Amble's equipment melds with their new form. Amble reverts to their true form if they die or fall unconscious. Amble can revert to their true form using a bonus action on their turn.</text>
<text>Amble's game statistics are replaced by the statistics of the beast, but they retain their alignment, personality, and Intelligence, Wisdom, and Charisma scores. Amble also retains all their skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as Amble and the bonus in its stat block is higher, use the creature's bonus instead of Amble's.</text>
<text>When Amble transforms, they assume the beast's hit points and Hit Dice. When Amble reverts to their normal form, they return to the number of hit points they had before they transformed. However, if Amble reverts as a result of dropping to 0 hit points, any excess damage carries over their normal form.</text>
<text>Amble can't cast spells, and their ability to speak or take any action that requires hands is limited to the capabilities of their beast form. Transforming doesn't break Amble's concentration on a spell they've already cast however, or prevent them from taking actions that are part of a spell.</text>
</action>
<action>
<name>Claws</name>
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage.</text>
<attack>Claws|6|1d4+2</attack>
</action>
<action>
<name>Club</name>
<text>Melee Weapon Attack: +6 to hit (+8 to hit with shillelagh), reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.</text>
<attack>Club|6|1d6+2</attack>
</action>
<trait>
<name>Spellcasting</name>
<text>Amble is a 12th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). Amble has the following druid spells prepared:</text>
<text>Cantrips (at will): guidance, mending, shape water, shillelagh</text>
<text>• 1st level (4 slots): absorb elements, cure wounds, entangle, speak with animals</text>
<text>• 2nd level (3 slots): darkvision, hold person, lesser restoration, moonbeam</text>
<text>• 3rd level (3 slots): conjure animals, dispel magic, water breathing</text>
<text>• 4th level (3 slots): charm monster, freedom of movement</text>
<text>• 5th level (2 slots): greater restoration, mass cure wounds</text>
<text>• 6th level (1 slots): conjure fey</text>
</trait>
<slots>4, 3, 3, 3, 2, 1</slots>
<spells>guidance, mending, shape water, shillelagh, absorb elements, cure wounds, entangle, speak with animals, darkvision, hold person, lesser restoration, moonbeam, conjure animals, dispel magic, water breathing, charm monster, freedom of movement, greater restoration, mass cure wounds, conjure fey</spells>
<description>Source: Locathah Rising p. 15</description>
<environment></environment>
</monster>
<monster>
<name>Gar ShatterkeelLocathah Rising</name>
<size>M</size>
<type>humanoid</type>
<alignment>Neutral Evil</alignment>
<ac>17 (natural armor)</ac>
<hp>144 (17d8+68)</hp>
<speed>walk 30 ft., swim 30 ft.</speed>
<str>16</str>
<dex>16</dex>
<con>18</con>
<int>12</int>
<wis>20</wis>
<cha>14</cha>
<save></save>
<skill>Nature +11, Perception +10, Survival +10</skill>
<passive>20</passive>
<languages>Aquan, Common</languages>
<cr>15</cr>
<resist>cold</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Amphibious</name>
<text>Gar can breathe air and water.</text>
</trait>
<trait>
<name>Legendary Resistance (3/Day)</name>
<text>If Gar fails a saving throw, he can choose to succeed instead.</text>
</trait>
<trait>
<name>Water Walk</name>
<text>Gar can stand and move on liquid surfaces as if they were solid ground.</text>
</trait>
<trait>
<name>Watery Fall</name>
<text>When Gar drops to 0 hit points, his body collapses into a pool of inky water that rapidly disperses. Except for Wave and his claw, anything he was wearing or carrying is left behind.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Gar makes two melee attacks, one with his claw and one with Wave.</text>
</action>
<action>
<name>Claw</name>
<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 16). Until the grapple ends, Gar can't attack other creatures with his claw.</text>
<attack>Claw|8|2d6+3</attack>
</action>
<action>
<name>Wave</name>
<text>Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 20/60 ft., one target. 9 (1d6 + 6) piercing damage or 10 (1d8 + 6) piercing damage when used with two hands. If Gar scores a critical hit with this weapon, the target takes extra necrotic damage equal to half its hit point maximum.</text>
<attack>Wave|11|1d6+6</attack>
</action>
<action>
<name>Umberlee's Wake (Recharge 5-6)</name>
<text>Power ripples out in a 60-foot radius sphere from a point within range (150 ft.) as the will of Umberlee affects all in her watery embrace. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. This only affects targets that are submerged or floating in water. Gar Shatterkeel and any undead serving him are immune to this effect.</text>
</action>
<legendary>
<text>The humanoid can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The humanoid regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Move</name>
<text>Gar moves up to his speed without provoking opportunity attacks.</text>
</legendary>
<legendary>
<name>Claw</name>
<text>Gar makes one attack with his claw.</text>
</legendary>
<legendary>
<name>Wave (Costs 2 Actions)</name>
<text>Gar makes one attack with Wave with advantage.</text>
</legendary>
<legendary>
<name>Lair Actions</name>
<text>If Gar is in the water node while Olhydra isn't, he can take lair actions. On initiative count 20 (losing initiative ties), Gar uses a lair action to use his Multiattack or cast one of his spells, up to 3rd level, without using components or a spell slot. He can't cast the same spell two rounds in a row, but he can continue to concentrate on a spell he previously cast using a lair action. He can take no other lair actions while concentrating on a spell cast as a lair action. His favorite use of this capability is casting inflict wounds or call lightning.</text>
<text>If Gar casts cure wounds using this lair action, he regains the maximum number of hit points from the spell (28).</text>
</legendary>
<legendary>
<name>Lair Actions</name>
<text>Gar can employ lair actions while he's within the coral mountain.</text>
<text>On initiative count 20 (losing initiative ties), Gar Shatterkeel takes a lair action to cause one of the following effects; Gar can't use the same effect two rounds in a row.</text>
<text>• Gar may teleport anywhere within the coral mountain, bringing up to five willing creatures with him.</text>
<text>• The coral in a 60-foot radius grows rapidly around creatures inside the coral mountain. Each creature must succeed on a DC 18 Strength saving throw or become restrained. Restrained creatures can take an action on their turn to make a DC 18 Strength (Athletics) or Dexterity (Acrobatics) check to free themselves. This effect lasts for 1 minute unless dispelled (it counts as a 6th level spell), and doesn't require Gar to maintain concentration. Gar Shatterkeel and any creatures he designates are immune to this effect.</text>
<text>• Up to five corpses that Gar can see within 60 feet rise up as drowned blade and attack anyone Gar directs them to on his turn.</text>
</legendary>
<trait>
<name>Spellcasting</name>
<text>Gar is a 13th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). He has the following druid spells prepared:</text>
<text>Cantrips (at will): frostbite, mending, resistance, shape water, thunderclap*</text>
<text>• 1st level (4 slots): create or destroy water, charm person, cure wounds, thunderwave</text>
<text>• 2nd level (3 slots): darkvision, hold person, mirror image*, misty step*, pass without trace, protection from poison</text>
<text>• 3rd level (3 slots): conjure animals, dispel magic, tidal wave, water breathing*, water walk*</text>
<text>• 4th level (3 slots): charm monster, control water*, dominate beast, freedom of movement*, watery sphere</text>
<text>• 5th level (2 slots): conjure elemental*, maelstrom, scrying*, tree stride</text>
<text>• 6th level (1 slots): heal</text>
<text>• 7th level (1 slots): plane shift</text>
<text>scrying*, tree stride</text>
<text>*Circle spells don't count against spells prepared.</text>
</trait>
<slots>4, 3, 3, 3, 2, 1, 1</slots>
<spells>frostbite, mending, resistance, shape water, thunderclap, create or destroy water, charm person, cure wounds, thunderwave, darkvision, hold person, mirror image, misty step, pass without trace, protection from poison, conjure animals, dispel magic, tidal wave, water breathing, water walk, charm monster, control water, dominate beast, freedom of movement, watery sphere, conjure elemental, maelstrom, scrying, tree stride, heal, plane shift</spells>
<description>Source: Locathah Rising p. 18</description>
<environment></environment>
</monster>
<monster>
<name>Young Kraken</name>
<size>H</size>
<type>monstrosity (titan)</type>
<alignment>Chaotic Evil</alignment>
<ac>16 (natural armor)</ac>
<hp>207 (18d12+90)</hp>
<speed>walk 20 ft., swim 50 ft.</speed>
<str>24</str>
<dex>11</dex>
<con>20</con>
<int>19</int>
<wis>15</wis>
<cha>17</cha>
<save>Str +12, Dex +5, Con +10, Int +9, Wis +7</save>
<skill></skill>
<passive>14</passive>
<languages>Abyssal, Celestial, Infernal, Primordial, telepathy 60 ft. but can't speak</languages>
<cr>14</cr>
<resist></resist>
<immune>lightning; bludgeoning, piercing, slashing from nonmagical attacks</immune>
<vulnerable></vulnerable>
<conditionImmune>frightened, paralyzed</conditionImmune>
<senses>truesight 120 ft.</senses>
<trait>
<name>Amphibious</name>
<text>The kraken can breathe air and water.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The kraken makes two tentacle attacks, each of which it can replace with one use of Fling.</text>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 20 (3d8 + 7) piercing damage.</text>
<attack>Bite|12|3d8+7</attack>
<text>If the target is a Medium or smaller creature grappled by the kraken, that creature is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 21 (6d6) acid damage at the start of each of the kraken's turns. One Medium or two smaller creatures can be swallowed at the same time.</text>
<text>If the kraken takes 35 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in spaces within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.</text>
</action>
<action>
<name>Tentacle</name>
<text>Melee Weapon Attack: +12 to hit, reach 20 ft., one target. 17 (3d6 + 7) bludgeoning damage, and the target is grappled (escape DC 20). Until the grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.</text>
<attack>Tentacle|12|3d6+7</attack>
</action>
<action>
<name>Fling</name>
<text>One Medium or smaller object held or creature grappled by the kraken is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.</text>
</action>
<action>
<name>Lightning Strike</name>
<text>The kraken magically create a bolt of lightning, which can strike a target the kraken can see within 90 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.</text>
</action>
<description>Source: Locathah Rising p. 21</description>
<environment></environment>
</monster>
<monster>
<name>Shoalar QuanderilLocathah Rising</name>
<size>M</size>
<type>humanoid (water genasi)</type>
<alignment>Lawful Evil</alignment>
<ac>11 (14 with mage armor)</ac>
<hp>75 (10d8+30)</hp>
<speed>walk 30 ft., swim 30 ft.</speed>
<str>12</str>
<dex>12</dex>
<con>16</con>
<int>14</int>
<wis>10</wis>
<cha>18</cha>
<save></save>
<skill>Arcana +5, Deception +7, Insight +3, Persuasion +7</skill>
<passive>10</passive>
<languages>Aquan, Common</languages>
<cr>4</cr>
<resist>acid, lightning, thunder</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Amphibious</name>
<text>Shoalar can breathe air and water.</text>
</trait>
<action>
<name>Dagger</name>
<text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or ranged 20/60 ft., one target. 3 (1d4 + 1) piercing damage.</text>
<attack>Dagger|4|1d4+1</attack>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>Shoalar's innate spellcasting ability is Constitution (spell save DC 14, +6 to hit with spell attacks). He can innately cast the following spells:</text>
<text>At will: shape water</text>
<text>1/day: create or destroy water</text>
</trait>
<trait>
<name>Spellcasting</name>
<text>Shoalar is a 7th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He knows the following sorcerer spells:</text>
<text>Cantrips (at will): acid splash, chill touch, light, prestidigitation, ray of frost</text>
<text>• 1st level (4 slots): disguise self, mage armor, shield</text>
<text>• 2nd level (3 slots): hold person, misty step</text>
<text>• 3rd level (2 slots): lightning bolt, tidal wave</text>
<text>• 4th level (1 slots): watery sphere</text>
</trait>
<slots>4, 3, 2, 1</slots>
<spells>shape water, create or destroy water, acid splash, chill touch, light, prestidigitation, ray of frost, disguise self, mage armor, shield, hold person, misty step, lightning bolt, tidal wave, watery sphere</spells>
<description>Source: Locathah Rising p. 23</description>
<environment></environment>
</monster>
<monster>
<name>Whymsee</name>
<size>M</size>
<type>humanoid (any race)</type>
<alignment>Any Evil Alignment</alignment>
<ac>10</ac>
<hp>75 (10d8+30)</hp>
<speed>walk 30 ft., swim 30 ft.</speed>
<str>12</str>
<dex>10</dex>
<con>16</con>
<int>10</int>
<wis>15</wis>
<cha>14</cha>
<save></save>
<skill>Perception +5</skill>
<passive>15</passive>
<languages>any two languages</languages>
<cr>5</cr>
<resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Amphibious</name>
<text>Whymsee can breathe air and water.</text>
</trait>
<action>
<name>Thunderous Touch</name>
<text>Melee Spell Attack: +5 to hit, reach 5 ft., one creature. 27 (5d10) thunder damage.</text>
<attack>Thunderous Touch|5|5d10</attack>
</action>
<action>
<name>Voice of the Kraken (Recharges after a Short or Long Rest)</name>
<text>A kraken speaks through Whymsee with a thunderous voice audible within 300 feet. Creatures of Whymsee's choice that can hear the kraken's words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>Whymsee's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
<text>At will: command, create or destroy water</text>
<text>3/day each: control water, darkness, water breathing, water walk</text>
<text>1/day each: call lightning, Evard's black tentacles</text>
</trait>
<spells>command, create or destroy water, control water, darkness, water breathing, water walk, call lightning, Evard's black tentacles</spells>
<description>Source: Locathah Rising p. 20</description>
<environment>coastal, underwater</environment>
</monster>
<monster>
<name>Fhenimore</name>
<size>M</size>
<type>humanoid (any race)</type>
<alignment>Any Evil Alignment</alignment>
<ac>10</ac>
<hp>75 (10d8+30)</hp>
<speed>walk 30 ft., swim 30 ft.</speed>
<str>12</str>
<dex>10</dex>
<con>16</con>
<int>10</int>
<wis>15</wis>
<cha>14</cha>
<save></save>
<skill>Perception +5</skill>
<passive>15</passive>
<languages>any two languages</languages>
<cr>5</cr>
<resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Amphibious</name>
<text>Fhenimore can breathe air and water.</text>
</trait>
<action>
<name>Thunderous Touch</name>
<text>Melee Spell Attack: +5 to hit, reach 5 ft., one creature. 27 (5d10) thunder damage.</text>
<attack>Thunderous Touch|5|5d10</attack>
</action>
<action>
<name>Voice of the Kraken (Recharges after a Short or Long Rest)</name>
<text>A kraken speaks through Fhenimore with a thunderous voice audible within 300 feet. Creatures of Fhenimore's choice that can hear the kraken's words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>Fhenimore's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
<text>At will: command, create or destroy water</text>
<text>3/day each: control water, darkness, water breathing, water walk</text>
<text>1/day each: call lightning, Evard's black tentacles</text>
</trait>
<spells>command, create or destroy water, control water, darkness, water breathing, water walk, call lightning, Evard's black tentacles</spells>
<description>Source: Locathah Rising p. 20</description>
<environment>coastal, underwater</environment>
</monster>
</compendium>

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<?xml version="1.0" encoding="UTF-8"?>
<compendium version="5" auto_indent="NO">
<!-- Spells -->
<spell>
<name>Flock of Familiars</name>
<level>2</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 minute</time>
<range>Touch</range>
<components>V, S</components>
<duration>Concentration, up to 1 hour</duration>
<classes>Warlock, Wizard</classes>
<text>You temporarily summon three familiars—spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the find familiar spell or similar means, then one fewer familiars are conjured by this spell.
Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.
When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.
At Higher Levels:
When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.
Source: Lost Laboratory of Kwalish p. 57
</text>
</spell>
<spell>
<name>Galder's Speedy Courier</name>
<level>4</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>10 feet</range>
<components>V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes)</components>
<duration>10 minutes</duration>
<classes>Warlock, Wizard</classes>
<text>You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature's body.
As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.
The target creature is made aware of the chest's contents before it chooses whether or not to open it, and knows how much of the spell's duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.
At Higher Levels:
When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.
Source: Lost Laboratory of Kwalish p. 57
</text>
</spell>
<spell>
<name>Galder's Tower</name>
<level>3</level>
<school>C</school>
<ritual>NO</ritual>
<time>10 minutes</time>
<range>30 feet</range>
<components>V, S, M (a fragment of stone, wood, or other building material)</components>
<duration>24 hours</duration>
<classes>Wizard</classes>
<text>You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:
• A bedroom with a bed, chairs, chest, and magical fireplace
• A study with desks, books, bookshelves, parchments, ink, and ink pens
• A dining space with a table, chairs, magical fireplace, containers, and cooking utensils
• A lounge with couches, armchairs, side tables and footstools
• A washroom with toilets, washtubs, a magical brazier, and sauna benches
• An observatory with a telescope and maps of the night sky
• An unfurnished, empty room
The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell's duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.
You can cast this spell again while it is active to maintain the tower's existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.
At Higher Levels:
When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.
Source: Lost Laboratory of Kwalish p. 57
</text>
</spell>
<!-- Monsters -->
<monster>
<name>Brain in a Jar</name>
<size>M</size>
<type>undead</type>
<alignment>Any alignment</alignment>
<ac>11 (natural armor)</ac>
<hp>58 (9d8+18)</hp>
<speed>walk 0 ft.</speed>
<str>1</str>
<dex>1</dex>
<con>15</con>
<int>19</int>
<wis>10</wis>
<cha>15</cha>
<save>Int +7, Cha +5</save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>6</cr>
<resist></resist>
<immune>necrotic, poison, psychic</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Detect Sentience</name>
<text>The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The brain in a jar has advantage on saving throws against spells and other magical effects.</text>
</trait>
<action>
<name>Mind Blast (Recharge 5-6)</name>
<text>The brain in a jar magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 13 (2d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
</action>
<trait>
<name>Innate Spellcasting (Psionics)</name>
<text>The brain in a jar's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:</text>
<text>At will: detect thoughts, mage hand, zone of truth</text>
<text>3/day each: charm person, command, hold person</text>
<text>1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughter</text>
</trait>
<spells>detect thoughts, mage hand, zone of truth, charm person, command, hold person, compulsion, hold monster, sleep, Tasha's hideous laughter</spells>
<description>Source: Lost Laboratory of Kwalish p. 38, Infernal Machine Rebuild</description>
<environment></environment>
</monster>
<monster>
<name>Clockwork Kraken</name>
<size>L</size>
<type>construct</type>
<alignment>Unaligned</alignment>
<ac>17 (natural armor)</ac>
<hp>142 (15d10+60)</hp>
<speed>walk 30 ft.</speed>
<str>20</str>
<dex>12</dex>
<con>18</con>
<int>3</int>
<wis>11</wis>
<cha>1</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>understands the languages of its creator but can't speak</languages>
<cr>10</cr>
<resist>fire, poison; bludgeoning, piercing, slashing from nonmagical attacks</resist>
<immune>poison, psychic</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Magic Resistance</name>
<text>The clockwork kraken has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Independent Tentacles</name>
<text>The clockwork kraken has eight tentacles, each of which is treated as a Medium creature, moves independently on the construct's turn, and has a flying speed of 40 feet. The clockwork kraken's senses operate through its tentacles as well as its main body. Each tentacle can be attacked independently, with damage dealt to tentacles applied to the clockwork kraken's hit point total. A tentacle is destroyed if it takes more than 20 damage.</text>
<text>Reducing the construct to three or fewer tentacles reduces its attacks accordingly. A clockwork kraken can regrow any destroyed tentacles at the end of a long rest.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The clockwork kraken makes four tentacle slam attacks.</text>
</action>
<action>
<name>Tentacle Slam</name>
<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) bludgeoning damage.</text>
<attack>Tentacle Slam|9|2d6+5</attack>
</action>
<description>Source: Lost Laboratory of Kwalish p. 38</description>
<environment></environment>
</monster>
<monster>
<name>Garret Levistusson</name>
<size>M</size>
<type>humanoid</type>
<alignment>Chaotic Neutral</alignment>
<ac>14 (natural armor)</ac>
<hp>44 (8d8+8)</hp>
<speed>walk 30 ft.</speed>
<str>11</str>
<dex>14</dex>
<con>12</con>
<int>11</int>
<wis>12</wis>
<cha>17</cha>
<save></save>
<skill>Deception +7, Investigation +4, Performance +5, Persuasion +5</skill>
<passive>11</passive>
<languages>Abyssal, Common, Infernal, Thieves' cant</languages>
<cr>2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Special Equipment</name>
<text>Garret wears a Ring of Warmth (included in his statistics) and wields a Gambler's Blade longsword.</text>
</trait>
<trait>
<name>Bardic Inspiration (3/Day)</name>
<text>As a bonus action, Garret can give one chosen creature (other than him) a d6 inspiration die. The chosen creature must be within 60 feet of Garret and able to hear him. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can use the inspiration die after the roll is made but before the DM says whether it succeeds or fails. Once the inspiration die is rolled, it is lost. A creature can have only one inspiration die at a time.</text>
</trait>
<trait>
<name>Cunning Action</name>
<text>On each of his turns, Garret can use a bonus action to take the Dash, Disengage, or Hide action.</text>
</trait>
<trait>
<name>Sneak Attack (1/Turn)</name>
<text>Garret deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Garret that isn't incapacitated and Garret doesn't have disadvantage on the attack roll.</text>
</trait>
<action>
<name>Shortsword</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Shortsword|4|1d6+2</attack>
</action>
<trait>
<name>Spellcasting</name>
<text>Garret is a 2nd-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He has the following bard spells prepared:</text>
<text>Cantrips (at will): blade ward, vicious mockery</text>
<text>• 1st level (3 slots): charm person, detect magic, disguise self, identify, Tasha's hideous laughter</text>
</trait>
<slots>3</slots>
<spells>blade ward, vicious mockery, charm person, detect magic, disguise self, identify, Tasha's hideous laughter</spells>
<description>Source: Lost Laboratory of Kwalish p. 41</description>
<environment></environment>
</monster>
<monster>
<name>Mary Greymalkin</name>
<size>M</size>
<type>humanoid</type>
<alignment>Neutral</alignment>
<ac>12 (Bracers of Defense)</ac>
<hp>45 (7d8+14)</hp>
<speed>walk 30 ft.</speed>
<str>10</str>
<dex>12</dex>
<con>10</con>
<int>14</int>
<wis>14</wis>
<cha>15</cha>
<save>Wis +4, Cha +4</save>
<skill>Arcana +4, Medicine +4, Nature +4, Religion +4</skill>
<passive>12</passive>
<languages>Abyssal, Celestial, Common, Elvish, Infernal, Sylvan</languages>
<cr>2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Special Equipment</name>
<text>Mary wears Bracers of Defense and a Ring of Protection, and carries a Deck of Several Things</text>
</trait>
<trait>
<name>Fey Presence (Recharges after a Short Rest)</name>
<text>Mary can cause each creature within 10 feet of her to succeed on a DC 12 Wisdom saving throw or become charmed or frightened by her (Mary's choice) until the end of her next turn.</text>
</trait>
<trait>
<name>Fey Ancestry</name>
<text>Mary has advantage on saving throws against being charmed, and magic can't put her to sleep.</text>
</trait>
<action>
<name>Quarterstaff</name>
<text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage.</text>
<attack>Quarterstaff|2|1d6</attack>
</action>
<trait>
<name>Spellcasting</name>
<text>Mary is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells:</text>
<text>Cantrips (at will): chill touch, eldritch blast, mage hand</text>
<text>• 3rd level (3 slots): darkness, hex, hypnotic pattern, misty step, phantasmal force, unseen servant</text>
</trait>
<slots>3</slots>
<spells>chill touch, eldritch blast, mage hand, darkness, hex, hypnotic pattern, misty step, phantasmal force, unseen servant</spells>
<description>Source: Lost Laboratory of Kwalish p. 41</description>
<environment></environment>
</monster>
<monster>
<name>Ooze-Folk</name>
<size>M</size>
<type>ooze</type>
<alignment>Unaligned</alignment>
<ac>10 (natural armor)</ac>
<hp>19 (2d8+10)</hp>
<speed>walk 30 ft.</speed>
<str>14</str>
<dex>3</dex>
<con>20</con>
<int>1</int>
<wis>6</wis>
<cha>1</cha>
<save></save>
<skill></skill>
<passive>8</passive>
<languages></languages>
<cr>1/2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, prone</conditionImmune>
<senses>blindsight 60 ft.</senses>
<trait>
<name>Transparent</name>
<text>Even when an ooze-folk is in plain sight, it takes a DC 12 Wisdom (Perception) check to spot an ooze-folk that has neither moved nor attacked. A creature that tries to enter the ooze-folk's space while unaware of the ooze-folk is surprised by the ooze-folk.</text>
</trait>
<trait>
<name>Fragile Bones</name>
<text>For each 5 damage it takes, the ooze-folk's walking speed is reduced by 5 feet.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The ooze folk makes one glass longsword attack and one pseudopod attack.</text>
</action>
<action>
<name>Glass Longsword</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 6 (1d8 + 2) slashing damage. If a 1 is rolled on an attack roll with a glass longsword, it shatters and can no longer be used.</text>
<attack>Glass Longsword|4|1d8+2</attack>
</action>
<action>
<name>Pseudopod</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) acid damage.</text>
<attack>Pseudopod|4|1d6+2</attack>
</action>
<description>Source: Lost Laboratory of Kwalish p. 46</description>
<environment></environment>
</monster>
<monster>
<name>Gloine Nathair-Nathair</name>
<size>M</size>
<type>monstrosity</type>
<alignment>Lawful Evil</alignment>
<ac>15 (natural armor)</ac>
<hp>127 (17d8+51)</hp>
<speed>walk 30 ft.</speed>
<str>10</str>
<dex>15</dex>
<con>16</con>
<int>12</int>
<wis>13</wis>
<cha>15</cha>
<save></save>
<skill>Deception +5, Insight +4, Perception +4, Stealth +5</skill>
<passive>14</passive>
<languages>Common</languages>
<cr>6</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Petrifying Gaze</name>
<text>When a creature that can see Gloine's eyes starts its turn within 30 feet of Gloine, Gloine can force it to make a DC 14 Constitution saving throw if Gloine isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.</text>
<text>Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Gloine until the start of its next turn, when it can avert its eyes again. If the creature looks at Gloine in the meantime, it must immediately make the save.</text>
<text>If Gloine sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, Gloine is, due to its curse, affected by its own gaze.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Gloine makes either three melee attacks—one with its snake hair and two with its shortsword—or two ranged attacks with its longbow.</text>
</action>
<action>
<name>Snake Hair</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.</text>
<attack>Snake Hair|5|1d4+2</attack>
</action>
<action>
<name>Shortsword</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Shortsword|5|1d6+2</attack>
</action>
<action>
<name>Longbow</name>
<text>Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.</text>
<attack>Longbow|5|1d8+2</attack>
</action>
<description>Source: Infernal Machine Rebuild p. 23</description>
<environment>desert</environment>
</monster>
</compendium>

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<?xml version="1.0" encoding="UTF-8"?>
<compendium version="5" auto_indent="NO">
<!-- Monsters -->
<monster>
<name>Giant Shark Skeleton</name>
<size>H</size>
<type>undead</type>
<alignment>Unaligned</alignment>
<ac>13 (natural armor)</ac>
<hp>126 (11d12+55)</hp>
<speed>walk 20 ft., swim 50 ft.</speed>
<str>23</str>
<dex>11</dex>
<con>21</con>
<int>1</int>
<wis>10</wis>
<cha>5</cha>
<save></save>
<skill>Perception +3</skill>
<passive>13</passive>
<languages></languages>
<cr>5</cr>
<resist></resist>
<immune>poison</immune>
<vulnerable>bludgeoning</vulnerable>
<conditionImmune>exhaustion, poisoned</conditionImmune>
<senses>blindsight 60 ft.</senses>
<trait>
<name>Blood Frenzy</name>
<text>The giant shark skeleton has advantage on melee attack rolls against any creature that doesn't have all its hit points.</text>
</trait>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 22 (3d10 + 6) piercing damage.</text>
<attack>Bite|9|3d10+6</attack>
</action>
<description>A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.
The giant shark skeleton doesn't require air, food, drink, or sleep. The shark has had skeletal feet attached by some demented necromancer.
Source: Sleeping Dragon's Wake</description>
<environment></environment>
</monster>
<monster>
<name>Lhammaruntosz</name>
<size>H</size>
<type>dragon</type>
<alignment>Lawful Good</alignment>
<ac>19 (natural armor)</ac>
<hp>212 (17d12+102)</hp>
<speed>walk 40 ft., fly 80 ft., swim 40 ft.</speed>
<str>25</str>
<dex>10</dex>
<con>23</con>
<int>16</int>
<wis>15</wis>
<cha>19</cha>
<save>Dex +5, Con +11, Wis +7, Cha +9</save>
<skill>Insight +7, Perception +12, Stealth +5</skill>
<passive>22</passive>
<languages>Common, Draconic</languages>
<cr>16</cr>
<resist></resist>
<immune>lightning</immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>blindsight 60 ft., darkvision 120 ft.</senses>
<trait>
<name>Amphibious</name>
<text>Lhammaruntosz can breathe air and water.</text>
</trait>
<trait>
<name>Legendary Resistance (3/Day)</name>
<text>If Lhammaruntosz fails a saving throw, she can choose to succeed instead.</text>
</trait>
<trait>
<name>Regeneration</name>
<text>Lhammaruntosz regains 5 hit points at the start of her turn.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Lhammaruntosz can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.</text>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 18 (2d10 + 7) piercing damage.</text>
<attack>Bite|12|2d10+7</attack>
</action>
<action>
<name>Claw</name>
<text>Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 14 (2d6 + 7) slashing damage.</text>
<attack>Claw|12|2d6+7</attack>
</action>
<action>
<name>Tail</name>
<text>Melee Weapon Attack: +12 to hit, reach 15 ft., one target. 16 (2d8 + 7) bludgeoning damage.</text>
<attack>Tail|12|2d8+7</attack>
</action>
<action>
<name>Frightful Presence</name>
<text>Each creature of Lhammaruntosz's choice that is within 120 feet of her and aware of her must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Lhammaruntosz's Frightful Presence for the next 24 hours.</text>
</action>
<action>
<name>Breath Weapons (Recharge 5-6)</name>
<text>Lhammaruntosz uses one of the following breath weapons.</text>
</action>
<action>
<name>Lightning Breath</name>
<text>Lhammaruntosz exhales lightning in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.</text>
</action>
<action>
<name>Repulsion Breath</name>
<text>Lhammaruntosz exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.</text>
</action>
<action>
<name>Change Shape</name>
<text>Lhammaruntosz magically polymorphs into a humanoid or beast that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Lhammaruntosz's choice).</text>
<text>In a new form, Lhammaruntosz retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.</text>
</action>
<legendary>
<text>Lhammaruntosz can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Lhammaruntosz regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Detect</name>
<text>Lhammaruntosz makes a Wisdom (Perception) check.</text>
</legendary>
<legendary>
<name>Tail Attack</name>
<text>Lhammaruntosz makes a tail attack.</text>
</legendary>
<legendary>
<name>Wing Attack (Costs 2 Actions)</name>
<text>Lhammaruntosz beats its wings. Each creature within 10 feet of Lhammaruntosz must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. Lhammaruntosz can then fly up to half her flying speed.</text>
</legendary>
<legendary>
<name>Lair Actions</name>
<text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:</text>
<text>• The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.</text>
<text>• A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn.</text>
</legendary>
<legendary>
<name>Regional Effects</name>
<text>The region containing a legendary bronze dragon's lair is warped by the dragon's magic.</text>
<text>• Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell.</text>
<text>• Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues.</text>
<text>• Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.</text>
<text>If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.</text>
</legendary>
<trait>
<name>Innate Spellcasting</name>
<text>Lhammaruntosz's spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components:</text>
<text>1/day each: create food and water, detect thoughts, fog cloud, speak with animals</text>
</trait>
<trait>
<name>Spellcasting</name>
<text>Lhammaruntosz is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17; +9 to hit with spell attacks). She has the following sorcerer spells prepared:</text>
<text>Cantrips (at will): light, mage hand, mending</text>
<text>• 1st level (4 slots): charm person, detect magic, expeditious retreat, sleep</text>
<text>• 2nd level (3 slots): darkness, invisibility, suggestion</text>
<text>• 3rd level (3 slots): dispel magic, protection from energy</text>
<text>• 4th level (2 slots): dimension door, stoneskin</text>
</trait>
<slots>4, 3, 3, 2</slots>
<spells>create food and water, detect thoughts, fog cloud, speak with animals, light, mage hand, mending, charm person, detect magic, expeditious retreat, sleep, darkness, invisibility, suggestion, dispel magic, protection from energy, dimension door, stoneskin</spells>
<description>Lhammaruntosz, a bronze dragon with the ability to heal quickly, spent decades defending Leilon and the surrounding area as the captain of the Scaly Eye, a fleet that battled pirates and other threats. To honor her deeds, the Swords of Leilon constructed the Bronze Shrine, a massive temple to Bahamut, god of metallic dragons, in a cliff overlooking the sea. The shrine's face is carved in Lhammaruntosz's likeness and includes quarters for the rest of the Scaly Eye and a magic statue of Bahamut, which the dragon can use to commune with the deity.
In recent decades Lhammaruntosz has retreated inside the shrine, becoming reclusive due to a attack by a disguised demon which has driven her mad. She leaves on rare occasions to hunt for food, returning as soon as possible. Members of the Scaly Eye still live within the Bronze Shrine, as Lhammaruntosz has ordered them to stay on as her guardians.
Source: Sleeping Dragon's Wake</description>
<environment></environment>
</monster>
</compendium>

View File

@ -0,0 +1,125 @@
<?xml version="1.0" encoding="UTF-8"?>
<compendium version="5" auto_indent="NO">
<!-- Monsters -->
<monster>
<name>Statue of Talos</name>
<size>L</size>
<type>elemental</type>
<alignment>Chaotic Evil</alignment>
<ac>17 (natural armor)</ac>
<hp>147 (14d10+70)</hp>
<speed>walk 30 ft., fly 60 ft.</speed>
<str>19</str>
<dex>11</dex>
<con>20</con>
<int>6</int>
<wis>11</wis>
<cha>9</cha>
<save>Wis +4</save>
<skill>Perception +4</skill>
<passive>14</passive>
<languages>Terran</languages>
<cr>10</cr>
<resist>bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine</resist>
<immune>poison</immune>
<vulnerable></vulnerable>
<conditionImmune>exhaustion, petrified, poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>False Appearance</name>
<text>While the statue remains motionless, it is indistinguishable from an inanimate statue.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The statue makes five attacks: one with its headbutt and four with its lightning bolt blades.</text>
</action>
<action>
<name>Headbutt</name>
<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage.</text>
<attack>Headbutt|8|2d6+4</attack>
</action>
<action>
<name>Lightning Bolt Blades</name>
<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 9 (2d4 + 4) slashing damage.</text>
<attack>Lightning Bolt Blades|8|2d4+4</attack>
</action>
<description>Source: Storm Lord's Wrath</description>
<environment></environment>
</monster>
<monster>
<name>Skull Flier</name>
<size>M</size>
<type>construct</type>
<alignment>Unaligned</alignment>
<ac>16 (natural armor)</ac>
<hp>24 (3d8)</hp>
<speed>walk 10 ft., fly 50 ft.</speed>
<str>10</str>
<dex>14</dex>
<con>10</con>
<int>1</int>
<wis>10</wis>
<cha>3</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>1/2</cr>
<resist></resist>
<immune>poison, psychic</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, frightened, paralyzed, petrified, poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses>
<action>
<name>Sting</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.</text>
<attack>Sting|4|1d6+2</attack>
</action>
<description>Source: Storm Lord's Wrath</description>
<environment></environment>
</monster>
<monster>
<name>Tooth-N-Claw</name>
<size>M</size>
<type>fiend</type>
<alignment>Lawful Evil</alignment>
<ac>15 (natural armor)</ac>
<hp>45 (7d8+14)</hp>
<speed>walk 50 ft.</speed>
<str>17</str>
<dex>12</dex>
<con>14</con>
<int>6</int>
<wis>13</wis>
<cha>6</cha>
<save></save>
<skill>Perception +5</skill>
<passive>15</passive>
<languages>understands Infernal but can't speak it</languages>
<cr>3</cr>
<resist></resist>
<immune>cold</immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Keen Hearing and Smell</name>
<text>Tooth-N-Claw has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
</trait>
<trait>
<name>Pack Tactics</name>
<text>Tooth-N-Claw has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
</trait>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage plus 7 (2d6) cold damage.</text>
<attack>Bite|5|1d8+3</attack>
</action>
<action>
<name>Freezing Breath (Recharge 5-6)</name>
<text>Tooth-N-Claw exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) cold damage on a failed save, or half as much damage on a successful one.</text>
</action>
<description>Source: Storm Lord's Wrath</description>
<environment></environment>
</monster>
</compendium>

View File

@ -218,7 +218,7 @@
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<xs:restriction base="xs:string"> <xs:restriction base="xs:string">
<xs:pattern value="(.*[|]([ ]|[0-9]*)[|]([0-9]*(d[0-9]+)*([+-][0-9]+)*)*)*"/> <xs:pattern value="(.*[|]([ ]|[+-]?[0-9]*)[|]([0-9]*(d[0-9]+)*([+-][0-9]+)*)*)*"/>
</xs:restriction> </xs:restriction>
</xs:simpleType> </xs:simpleType>
@ -286,6 +286,7 @@
<xs:element type="traitType" name="reaction"/> <xs:element type="traitType" name="reaction"/>
<xs:element type="xs:string" name="spells"/> <xs:element type="xs:string" name="spells"/>
<xs:element type="slotsType" name="slots"/> <xs:element type="slotsType" name="slots"/>
<xs:element type="xs:string" name="description"/>
<xs:element type="xs:string" name="environment"/> <xs:element type="xs:string" name="environment"/>
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@ -305,6 +306,7 @@
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<xs:element type="xs:string" name="duration"/> <xs:element type="xs:string" name="duration"/>
<xs:element type="xs:string" name="classes"/> <xs:element type="xs:string" name="classes"/>
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<xs:element type="xs:string" name="text" maxOccurs="unbounded" minOccurs="0"/> <xs:element type="xs:string" name="text" maxOccurs="unbounded" minOccurs="0"/>
<xs:element type="roll" name="roll" maxOccurs="unbounded" minOccurs="0"/> <xs:element type="roll" name="roll" maxOccurs="unbounded" minOccurs="0"/>
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