Update root-level README and reorganize sources

In an effort to mitigate questions from new, inexperienced users on how
to import data into Fight Club 5e, I rewrote and reorganized the
root-level README file to include detailed instructions on how to
compile their own compendiums using the sources found within this
repository. Some existing data, such as how to create your own
collection file, was moved into other READMEs under the Collections and
Sources directories.

I also took some liberty in reorganizing the directory structure of this
repository and renamed some of the top-level directories. In my view,
having sources under the "FightClub5eXML" folder didn't make a lot of
sense, so I moved those sources into the top-level "Sources" folder. I
made sure to update all of the collection files, along with the
"travis.yml" config file, to properly point to the correct folders.

Finally, while updating the "travis.yml" config file, I changed the
output folder of those build compendiums to be under a top-level
"Compendiums" folder. This folder is ignored by git.
This commit is contained in:
Z. Charles Dziura
2021-11-03 10:55:25 -04:00
parent 94441f22ff
commit cd2e289641
399 changed files with 1648 additions and 1636 deletions

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<background>
<name>Dissenter</name>
<proficiency>Athletics, Intimidation, History, Religion</proficiency>
<trait>
<name>Description</name>
<text>Even in the carefully constructed and curated city-state of Naktamun, and in the presence of the five gods, some people rebel against the doctrines of the God-Pharaoh. They don't challenge the existence of the gods, of course, for those gods are visible nearly every day in the streets of the city. Nor do they question the fact of life after death, which is plain to see in the anointed mummies that surround them, as well as the marauding mummies outside the Hekma. Rather, these dissenters simply refuse to follow the ordained course of life that leads to the glorious afterlife.
Some dissenters are spurred by fear, not wanting to subject themselves to a violent death in the trials (or in training for the trials). Some are moved by conscience, unwilling to kill their crop-mates in the trials. For while they cannot deny that the gods exist, they can deny that the gods are just—and can fight to prove that the dictates of an unjust god need not be obeyed. Some believe that one god (probably Bontu) has corrupted the process of the trials and the path to the afterlife. Others correctly intuit that the God-Pharaoh did not actually have the people's best interests in mind when he ordered their society.
A character who is identified as a dissenter loses the benefit of the initiate's or vizier's background feature. In its place, the character gains the Shelter of Dissenters feature.
Source: Plane Shift: Amonkhet p. 11</text>
</trait>
<trait>
<name>Overview</name>
<text>Even in the carefully constructed and curated city-state of Naktamun, and in the presence of the five gods, some people rebel against the doctrines of the God-Pharaoh. They don't challenge the existence of the gods, of course, for those gods are visible nearly every day in the streets of the city. Nor do they question the fact of life after death, which is plain to see in the anointed mummies that surround them, as well as the marauding mummies outside the Hekma. Rather, these dissenters simply refuse to follow the ordained course of life that leads to the glorious afterlife.
Some dissenters are spurred by fear, not wanting to subject themselves to a violent death in the trials (or in training for the trials). Some are moved by conscience, unwilling to kill their crop-mates in the trials. For while they cannot deny that the gods exist, they can deny that the gods are just—and can fight to prove that the dictates of an unjust god need not be obeyed. Some believe that one god (probably Bontu) has corrupted the process of the trials and the path to the afterlife. Others correctly intuit that the God-Pharaoh did not actually have the people's best interests in mind when he ordered their society.
A character who is identified as a dissenter loses the benefit of the initiate's or vizier's background feature. In its place, the character gains the following feature:
</text>
</trait>
<trait>
<name>Feature: Shelter of Dissenters</name>
<text>If they wish to have any hope of survival, whether hiding within the city or cast out into the desert, dissenters must help each other. You can find a place to hide, rest, or recuperate among other dissenters. They will help shield you from those who hunt you, possibly even risking their lives for you.
</text>
</trait>
</background>
<background>
<name>Initiate</name>
<proficiency>Athletics, Intimidation</proficiency>
<trait>
<name>Description</name>
<text>You are an initiate, on the path to completing the trials of the five gods in the hope of earning a glorified death in the final Trial of Zeal. Some combination of your natural aptitude, your crop's needs, and your teachers' assessment while you were an acolyte led you to focus your training in one particular area of specialization—hand-to-hand combat, long-range combat, or spellcasting. But only a well-rounded initiate can be called truly worthy of the afterlife.
If you are a hand-to-hand specialist, consider the barbarian, fighter, monk, paladin, or rogue classes. As a long-range combat specialist, you might be a fighter, a ranger, or a rogue. If you are a spellcasting specialist, you might be a bard, sorcerer, or wizard. And beyond this initial choice, you might consider multiclassing or using feats to round out your skills in all three areas.
• Skill Proficiencies: Athletics, Intimidation
• Tool Proficiencies: One type of gaming set, vehicles (land)
• Equipment: A simple puzzle box, a scroll containing the basic teachings of the five gods, a gaming set, a set of common clothes, and a belt pouch containing 15 gp. If you have completed any trials before the start of the campaign, you also have any cartouches you have earned
Source: Plane Shift: Amonkhet p. 8</text>
</trait>
<trait>
<name>Feature: Trials of the Five Gods</name>
<text>Your life is oriented around your participation in the five trials that will determine your worthiness in the afterlife. While you prepare for and undergo those trials, you have constant access to training. A comfortable place to live and regular meals are provided to you by servitor mummies (the anointed) under the supervision of viziers. You can enjoy these benefits only as long as you obey the societal norms of Naktamun—training for the trials (with or without your crop), obeying the orders of the gods, and following the instructions of their viziers. If you violate these norms, you risk being treated as a dissenter. See "Trials of the Five Gods" for more information about undertaking the trials and their rewards.
The five gods are the effective rulers of Amonkhet. They are not the creators of the plane, but they are its stewards while the people of Naktamun await the return of the God-Pharaoh. The five gods believe they were created by the God-Pharaoh, who charged them with teaching the people the ways of the God-Pharaoh, and with protecting them until he comes.
The five gods embody the five virtues the God-Pharaoh wishes to cultivate in those who will become his Eternals in the afterlife. Each god is responsible for modeling and teaching one of those virtues to the acolytes and initiates of Naktamun, and then testing those initiates to ensure that they have mastered their teachings. Thus, they are present during the acolytes' first lessons, during the Ceremony of Measuring, during the initiates' intense training, and at each of the trials that are part of an initiate's journey.
In the absence of the God-Pharaoh, only the gods can determine whether initiates have proven themselves worthy of the glory of the afterlife. The gods in turn prove their own worthiness by executing their duties infallibly. They make the trials as challenging as possible to ensure that only the most worthy are selected.
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>An initiate's life is focused on the trials, but it doesn't need to be all about the trials. Though some initiates are highly focused on their training, most undergo that training while also experiencing joy, sorrow, love, loss, anger, jealousy, hope, faith, delight—the whole range of mortal emotions and experience. The afterlife might be a constant presence in every initiate's mind, but it is the culmination of a life well-lived—not a replacement for it.
d8 | Personality Trait
1 | I always have a joke on hand when the mood gets too serious.
2 | I use sarcasm and insults to keep a distance between myself and my crop-mates, because I don't want to get attached to them.
3 | I'll settle for nothing less than perfection—in myself, in my cropmates, in everything.
4 | I'm so focused on the glorious afterlife that nothing in this life can shake my calm resolve.
5 | I enjoy using my skills to help those who lack those same skills.
6 | I train hard so that I can play hard at the end of the day. I fully expect to play even harder in the glorious afterlife, but I'm not in a hurry to get there.
7 | I'm perfectly happy letting others pick up the slack for me while I take it easy.
8 | I'm constantly sizing up everyone around me, thinking about what kind of opponent they'll be in the final trial.
d6 | Ideal
1 | Solidarity. The thing that matters most of all is that we're there for each other. (Lawful)
2 | Knowledge. The world is a puzzle—a mystery waiting to be solved. (Neutral)
3 | Strength. All that matters to me is my own perfection. Let everyone else seek that perfection in their own way. (Any)
4 | Ambition. I'm going to prove that I deserve only the best—of everything. (Evil)
5 | Zeal. Anything worth doing is worth throwing my whole self into. (Any)
6 | Redemption. I will train all the harder to make up for the doubt I entertained when I was younger. (Any)
d6 | Bond
1 | One of my crop-mates is my dearest friend, and I hope we will face each other in the final trial.
2 | I am in love with a vizier.
3 | I am particularly drawn to one of the five gods, and I want nothing more than to win that god's particular favor.
4 | I am more devoted to Naktamun and its people than I am to any of the ideals of the gods.
5 | My weapon was a gift from a beloved trainer who died in an accident.
6 | I carry a memento of my time as an acolyte, and I treasure it above all other things.
d6 | Flaw
1 | I'm easily distracted by an attractive person, which could be the death of me in the trials.
2 | I really wanted to be a vizier, and I'm angry at the god who didn't choose me.
3 | Training for a lifetime to die in the end seems like a big waste of energy.
4 | I'm not at all sure I'll be able to grant a glorified death to any of my crop-mates.
5 | I have a lasting grudge against one of my crop-mates, and each of us wants to see the other fail.
6 | I think I've figured out that this world is not what it seems. Something dark is going on here.
</text>
</trait>
</background>
<background>
<name>Vizier</name>
<proficiency>History, Religion</proficiency>
<trait>
<name>Description</name>
<text>You are a vizier, a servant of your god. You perform tasks that are essential to facilitating the initiates' journey, so the gods reward you with entry into the afterlife with the God-Pharaoh's blessing. You hope to achieve the most honored status in the afterlife by being the best possible servant to your god.
As a vizier, you can have any class, but you are especially likely to be a cleric, a druid (particularly if you serve Rhonas), or a paladin.
• Skill Proficiencies: History, Religion
• Tool Proficiencies: One type of artisan's tools, one type of musical instrument
• Equipment: A set of artisan's tools or a musical instrument (one of your choice), a scroll of your god's teachings, a vizier's cartouche, a set of fine clothes, and a pouch containing 25 gp
Source: Plane Shift: Amonkhet p. 10</text>
</trait>
<trait>
<name>Feature: Voice of Authority</name>
<text>Your voice is the voice of your god, at least in theory. Your job might include training and instructing initiates, and they are required to obey you. In any circumstance, an initiate is expected to defer to your voice and obey your commands. If you abuse this authority, though, your god might personally punish you.
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>A vizier's characteristics strongly reflect the ideals and personality of the god they serve.
d10 | Personality Trait
1 | Everything I do, I do gracefully and deliberately, and with complete confidence. (Oketra)
2 | Nothing can shake my rock-hard focus. (Oketra)
3 | When I am at peace, I am an oasis of perfect calm in the world. When I am roused to anger, I am an embodiment of terror. (Kefnet)
4 | I enjoy teasing acolytes and initiates with juicy tidbits of knowledge wrapped up in fiendishly difficult puzzles. (Kefnet)
5 | I have the utmost faith in myself and my abilities. (Rhonas)
6 | I get restless when life in the city feels too tame, too safe. (Rhonas)
7 | I enjoy solitude as an opportunity to plan my victory. (Bontu)
8 | I use satire as a way to undermine the teachings of the other gods. (Bontu)
9 | I love, fight, and feast with equal zeal. (Hazoret)
10 | I think of those in my care as my family, in a way that most people have trouble understanding. (Hazoret)
d6 | Ideal
1 | Solidarity. The worthy must respect the worthy. In the afterlife, all will be united in goal and action. (Oketra)
2 | Knowledge. The worthy shall cultivate a nimble mind, so as to perceive the wonders beyond imagination that wait in the afterlife. (Kefnet)
3 | Strength. The worthy shall hone a strong body that can withstand the boundless energies of the afterlife. (Rhonas)
4 | Ambition. The worthy shall strive for greatness, for supremacy in life leads to supremacy in the afterlife. (Bontu)
5 | Zeal. The worthy shall rush to the God-Pharaoh's side with relentless passion, rising to overcome every obstacle in their way. (Hazoret)
6 | Naktamun. The life of the city is ordered according to the plan of the God-Pharaoh, and that order must be preserved at all costs.
d6 | Bond
1 | My loyalty to my companions embodies the ideal of loyalty to my god. (Oketra)
2 | The teachings of my god are more precious to me than any possession. (Kefnet)
3 | I would do anything to defend the temple of my god from any harm or desecration. (Rhonas)
4 | I am committed to the service of my god—because it's my sure ticket into the afterlife. (Bontu)
5 | I love my god and never want my service to end. (Hazoret)
6 | I have a close friend or lover who is also a vizier.
d6 | Flaw
1 | I am in love with an initiate, and I want to shield this person from death in the trials.
2 | I secretly wish I had not been chosen as a vizier, so I could participate in the trials as an initiate.
3 | I secretly question whether the gods care at all about us or what we do.
4 | A vizier of another god seeks my death in retribution for a past insult.
5 | I am terrified of what lies beyond the Gate to the Afterlife.
6 | I secretly believe the God-Pharaoh's return will not bring blessing to this world.
</text>
</trait>
</background>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<background>
<name>Inquisitor</name>
<proficiency>Investigation, Religion</proficiency>
<trait>
<name>Description</name>
<text>Historically, inquisitors were cathar detectives who investigated crimes both mundane and supernatural. They were known for traveling to remote parishes plagued by unexplained murders, and for exposing werewolves living among normal humans. During Avacyn's absence, when the archangel was trapped within the demonic prison known as the Helvault, the inquisitors led a series of brutal forays into Kessig and the Gavony Moorland. They executed suspected lycanthropes with little or no proof, and punished accused heretics in unsanctioned trials. With Avacyn's madness, this savage form of inquisition has become the norm, and inquisitors who still pry into dark mysteries have become a minority.
• Skill Proficiencies: Investigation, Religion
• Tool Proficiencies: Thieves' tools, one type of artisan's tools
• Equipment: A holy symbol, a set of traveler's clothes, and a belt pouch containing 15 gp
Source: Plane Shift: Innistrad p. 12</text>
</trait>
<trait>
<name>Feature: Legal Authority</name>
<text>As an inquisitor of the church, you have the authority to arrest criminals. In the absence of other authorities, you are authorized to pass judgement and even carry out sentencing. If you abuse this power, however, your superiors in the church might strip it from you.
</text>
</trait>
</background>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<monster>
<name>Homarid</name>
<size>M</size>
<type>monstrosity</type>
<alignment>Chaotic Evil</alignment>
<ac>14 (natural armor)</ac>
<hp>44 (8d8+8)</hp>
<speed>walk 20 ft., swim 30 ft.</speed>
<str>13</str>
<dex>8</dex>
<con>13</con>
<int>9</int>
<wis>14</wis>
<cha>10</cha>
<save></save>
<skill>Perception +4, Stealth +3</skill>
<passive>14</passive>
<languages>Homarid</languages>
<cr>1</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Amphibious</name>
<text>The homarid can breathe air and water.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The homarid makes two claw attacks.</text>
</action>
<action>
<name>Claw</name>
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage, and the target is grappled (escape DC 11). The homarid has two claws, each of which can grapple only one target.</text>
<attack>Claw|+3|1d8+1</attack>
</action>
<description>
Source: Plane Shift: Dominaria p. 15</description>
<environment></environment>
</monster>
<monster>
<name>Kavu Predator</name>
<size>L</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>15 (natural armor)</ac>
<hp>75 (10d10+20)</hp>
<speed>walk 30 ft., climb 30 ft.</speed>
<str>18</str>
<dex>12</dex>
<con>15</con>
<int>6</int>
<wis>14</wis>
<cha>8</cha>
<save></save>
<skill>Perception +4, Stealth +5</skill>
<passive>14</passive>
<languages>understands Elvish</languages>
<cr>2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Pounce</name>
<text>If the kavu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the kavu can make one bite attack against it as a bonus action.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The kavu makes two claw attacks.</text>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (1d10 + 4) piercing damage.</text>
<attack>Bite|+6|1d10+4</attack>
</action>
<action>
<name>Claw</name>
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage.</text>
<attack>Claw|+6|1d6+4</attack>
</action>
<description>
Source: Plane Shift: Dominaria p. 24</description>
<environment></environment>
</monster>
<monster>
<name>Steel Leaf Kavu</name>
<size>L</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>16 (natural armor)</ac>
<hp>142 (15d10+60)</hp>
<speed>walk 40 ft.</speed>
<str>20</str>
<dex>12</dex>
<con>18</con>
<int>6</int>
<wis>14</wis>
<cha>8</cha>
<save></save>
<skill>Perception +4</skill>
<passive>14</passive>
<languages>understands Elvish</languages>
<cr>4</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Raking Charge</name>
<text>If the kavu moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the kavu can make one rend attack against it as a bonus action.</text>
</trait>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (2d8 + 5) piercing damage.</text>
<attack>Bite|+7|2d8+5</attack>
</action>
<action>
<name>Rend</name>
<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one prone creature. 23 (4d8 + 5) slashing damage.</text>
<attack>Rend|+7|4d8+5</attack>
</action>
<description>
Source: Plane Shift: Dominaria p. 24</description>
<environment></environment>
</monster>
<monster>
<name>Zombie Horse</name>
<size>L</size>
<type>undead</type>
<alignment>Neutral Evil</alignment>
<ac>8</ac>
<hp>22 (3d8+9)</hp>
<speed>walk 20 ft.</speed>
<str>13</str>
<dex>6</dex>
<con>16</con>
<int>3</int>
<wis>6</wis>
<cha>5</cha>
<save>Wis +0</save>
<skill></skill>
<passive>8</passive>
<languages>understands all languages it spoke in life but can't speak</languages>
<cr>1/4</cr>
<resist></resist>
<immune>poison</immune>
<vulnerable></vulnerable>
<conditionImmune>poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Undead Fortitude</name>
<text>If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.</text>
</trait>
<action>
<name>Slam</name>
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage.</text>
<attack>Slam|+3|1d6+1</attack>
</action>
<description>
Source: Plane Shift: Dominaria p. 17</description>
<environment>urban</environment>
</monster>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<monster>
<name>Creepy Doll</name>
<size>T</size>
<type>construct</type>
<alignment>Lawful Evil</alignment>
<ac>12</ac>
<hp>21 (6d4+6)</hp>
<speed>walk 40 ft.</speed>
<str>6</str>
<dex>14</dex>
<con>13</con>
<int>12</int>
<wis>11</wis>
<cha>10</cha>
<save></save>
<skill>Stealth +4</skill>
<passive>10</passive>
<languages>speaks and understands the languages known by its creator</languages>
<cr>2</cr>
<resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
<immune>poison</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened, paralyzed</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>False Appearance</name>
<text>While the creepy doll remains motionless, it is indistinguishable from an ordinary, inanimate doll.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The creepy doll makes one attack with its scissors and uses Psychic Assault.</text>
</action>
<action>
<name>Scissors</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage.</text>
<attack>Scissors|+4|2d4+2</attack>
</action>
<action>
<name>Psychic Assault</name>
<text>The creepy doll targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw or take 11 (2d10) psychic damage. Also on a failure, roll 3d6. If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence, as from the greater restoration spell or similar magic.</text>
<attack>Psychic Assault||2d10</attack>
</action>
<action>
<name>Body Exchange</name>
<text>The creepy doll initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it. If it wins the contest, the creepy doll's spirit inhabits the target's body while the target's spirit is placed into the creepy doll's body. The creepy doll controls the target's body completely. It retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The target retains its alignment, Intelligence, Wisdom, and Charisma while inhabiting the creepy doll's body.</text>
<text>The body exchange lasts until the doll's spirit is forced out by magic. (The dispel evil and good spell will accomplish this, though the doll is not one of the creature types whose possession that spell normally ends.) The body and the doll must be within 5 feet of each other for such an effect to work. The target is immune to this doll's Body Exchange for 24 hours after winning the Intelligence contest or after the exchange ends.</text>
</action>
<description>
Source: Plane Shift: Innistrad p. 25</description>
<environment></environment>
</monster>
<monster>
<name>Demonlord of Ashmouth</name>
<size>L</size>
<type>fiend (demon)</type>
<alignment>Lawful Evil</alignment>
<ac>18 (natural armor)</ac>
<hp>178 (17d10+85)</hp>
<speed>walk 20 ft., fly 60 ft.</speed>
<str>22</str>
<dex>17</dex>
<con>21</con>
<int>12</int>
<wis>16</wis>
<cha>17</cha>
<save>Str +10, Dex +7, Wis +7, Cha +7</save>
<skill></skill>
<passive>13</passive>
<languages>Infernal, telepathy 120 ft.</languages>
<cr>11</cr>
<resist>cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
<immune>fire, poison</immune>
<vulnerable></vulnerable>
<conditionImmune>poisoned</conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Devil's Sight</name>
<text>Magical darkness doesn't impede the demon's darkvision.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The demon has advantage on saving throws against spells and other magical effects.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The demon makes three melee attacks: two with its battleaxe and one with its tail. It can use Hurl Flame in place of any melee attack.</text>
</action>
<action>
<name>Battleaxe</name>
<text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 15 (2d8 + 6) slashing damage, or 17 (2d10 + 6) slashing damage if used with two hands.</text>
<attack>Battleaxe|+10|2d8+6</attack>
</action>
<action>
<name>Tail</name>
<text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the demon hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.</text>
<attack>Tail|+10|1d8+6</attack>
<attack>Tail||3d6</attack>
</action>
<action>
<name>Hurl Flame</name>
<text>Ranged Spell Attack: +7 to hit, range 150 ft., one target. 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.</text>
<attack>Hurl Flame|+7|4d6</attack>
</action>
<description>
Source: Plane Shift: Innistrad p. 37</description>
<environment></environment>
</monster>
<monster>
<name>Flight Alabaster Angel</name>
<size>M</size>
<type>celestial</type>
<alignment>Lawful Good</alignment>
<ac>17 (natural armor)</ac>
<hp>136 (16d8+64)</hp>
<speed>walk 30 ft., fly 90 ft.</speed>
<str>18</str>
<dex>18</dex>
<con>18</con>
<int>17</int>
<wis>20</wis>
<cha>20</cha>
<save>Wis +9, Cha +9</save>
<skill>Insight +9, Perception +9</skill>
<passive>19</passive>
<languages>all, telepathy 120 ft.</languages>
<cr>10</cr>
<resist>radiant; bludgeoning, piercing, slashing from nonmagical attacks</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened</conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Angelic Weapons</name>
<text>The angel's weapon attacks are magical. When the angel hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The angel has advantage on saving throws against spells and other magical effects.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The angel makes two melee attacks.</text>
</action>
<action>
<name>Mace</name>
<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.</text>
<attack>Mace|+8|1d6+4</attack>
</action>
<action>
<name>Healing Touch (3/Day)</name>
<text>The angel touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.</text>
</action>
<action>
<name>Change Shape</name>
<text>The angel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the angel's choice).</text>
<text>In a new form, the angel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.</text>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>The angel's spellcasting ability is Charisma (spell save DC 17). The angel can innately cast the following spells, requiring only verbal components:</text>
<text>At will: detect evil and good, protection from evil and good</text>
<text>1/day each: commune, raise dead</text>
</trait>
<spells>detect evil and good, protection from evil and good, commune, raise dead</spells>
<description>
Source: Plane Shift: Innistrad p. 26</description>
<environment></environment>
</monster>
<monster>
<name>Flight Goldnight Angel</name>
<size>M</size>
<type>celestial</type>
<alignment>Lawful Good</alignment>
<ac>17 (natural armor)</ac>
<hp>136 (16d8+64)</hp>
<speed>walk 30 ft., fly 90 ft.</speed>
<str>18</str>
<dex>18</dex>
<con>18</con>
<int>17</int>
<wis>20</wis>
<cha>20</cha>
<save>Wis +9, Cha +9</save>
<skill>Insight +9, Perception +9</skill>
<passive>19</passive>
<languages>all, telepathy 120 ft.</languages>
<cr>10</cr>
<resist>radiant; bludgeoning, piercing, slashing from nonmagical attacks</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened</conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Angelic Weapons</name>
<text>The angel's weapon attacks are magical. When the angel hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The angel has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Goldnight Menace</name>
<text>As an action, an angel of Flight Goldnight can strike fear into the hearts of its enemies. Each creature of the angel's choice that is within 120 feet of it and is aware of it must succeed on a Wisdom saving throw or become frightened for 1 minute. The DC for this saving throw is the same as for the angel's Innate Spellcasting trait. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to that angel's Goldnight Menace for the next 24 hours.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The angel makes two melee attacks.</text>
</action>
<action>
<name>Mace</name>
<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.</text>
<attack>Mace|+8|1d6+4</attack>
</action>
<action>
<name>Healing Touch (3/Day)</name>
<text>The angel touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.</text>
</action>
<action>
<name>Change Shape</name>
<text>The angel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the angel's choice).</text>
<text>In a new form, the angel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.</text>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>The angel's spellcasting ability is Charisma (spell save DC 17). The angel can innately cast the following spells, requiring only verbal components:</text>
<text>At will: detect evil and good</text>
<text>1/day each: commune, raise dead</text>
</trait>
<spells>detect evil and good, commune, raise dead</spells>
<description>
Source: Plane Shift: Innistrad p. 26</description>
<environment></environment>
</monster>
<monster>
<name>Flight of Moonsilver Angel</name>
<size>M</size>
<type>celestial</type>
<alignment>Lawful Good</alignment>
<ac>17 (natural armor)</ac>
<hp>136 (16d8+64)</hp>
<speed>walk 30 ft., fly 90 ft.</speed>
<str>18</str>
<dex>18</dex>
<con>18</con>
<int>17</int>
<wis>20</wis>
<cha>20</cha>
<save>Wis +9, Cha +9</save>
<skill>Insight +9, Perception +9</skill>
<passive>19</passive>
<languages>all, telepathy 120 ft.</languages>
<cr>10</cr>
<resist>radiant; bludgeoning, piercing, slashing from nonmagical attacks</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened</conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Angelic Weapons</name>
<text>The angel's weapon attacks are magical. When the angel hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The angel has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Moonsilver Spear</name>
<text>An angel of the Flight of Moonsilver wields a spear made from a shard of the Helvault. Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when the angel hits a creature with an attack using this weapon, it can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time the angel has wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The angel makes two melee attacks.</text>
</action>
<action>
<name>Mace</name>
<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.</text>
<attack>Mace|+8|1d6+4</attack>
</action>
<action>
<name>Healing Touch (3/Day)</name>
<text>The angel touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.</text>
</action>
<action>
<name>Change Shape</name>
<text>The angel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the angel's choice).</text>
<text>In a new form, the angel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.</text>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>The angel's spellcasting ability is Charisma (spell save DC 17). The angel can innately cast the following spells, requiring only verbal components:</text>
<text>At will: detect evil and good</text>
<text>1/day each: commune, raise dead</text>
</trait>
<spells>detect evil and good, commune, raise dead</spells>
<description>
Source: Plane Shift: Innistrad p. 26</description>
<environment></environment>
</monster>
<monster>
<name>Geist</name>
<size>M</size>
<type>undead</type>
<alignment>Any alignment</alignment>
<ac>11</ac>
<hp>45 (10d8)</hp>
<speed>walk 0 ft., fly 40 ft.</speed>
<str>7</str>
<dex>13</dex>
<con>10</con>
<int>10</int>
<wis>12</wis>
<cha>17</cha>
<save></save>
<skill></skill>
<passive>11</passive>
<languages>any languages it knew in life</languages>
<cr>4</cr>
<resist>acid, fire, lightning, thunder, bludgeoning</resist>
<immune>cold, necrotic, poison</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened, grappled</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Ethereal Sight</name>
<text>The geist can see 60 feet into the Ethereal Plane when</text>
<text>it is on the Material Plane, and vice versa.</text>
</trait>
<trait>
<name>Incorporeal Movement</name>
<text>The geist can move through other creatures</text>
<text>and objects as if they were difficult terrain. It takes 5 (1d10) force</text>
<text>damage if it ends its turn inside an object.</text>
</trait>
<trait>
<name>Geist Powers</name>
<text>Geists are as varied as the humans they were in life. In addition to the traits and actions all geists possess, an individual geist might have any of the following special characteristics. </text>
</trait>
<trait>
<name>Geist Powers: Intangible Virtue</name>
<text>A living creature possessed by a white-aligned geist gains immunity to the charmed and frightened conditions, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. While the creature is possessed, the geist can allow it to take control of its body, but the geist can regain control at any time (no action required).</text>
</trait>
<trait>
<name>Geist Powers: Horrifying Visage</name>
<text>Black-aligned geists can make themselves terrible to behold, even when they are possessing the living. Each non-undead creature within 60 feet of the geist that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this geist's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.</text>
</trait>
<action>
<name>Withering Touch</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target 17 (4d6 + 3) necrotic damage.</text>
<attack>Withering Touch|+5|4d6+3</attack>
</action>
<action>
<name>Etherealness</name>
<text>The geist enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.</text>
</action>
<action>
<name>Possession (Recharge 6)</name>
<text>One creature that the geist can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the geist; the geist then disappears, and the target is incapacitated and loses control of its body. The geist now controls the body but doesn't deprive the target of awareness. The geist can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the geist ends it as a bonus action, or the geist is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the geist reappears in an unoccupied space within 5 feet of the body. The target is immune to this geist's Possession for 24 hours after succeeding on the saving throw or after the possession ends. The geist can instead target the corpse of a creature, effectively using its own life force to animate the corpse as a zombie. The animated corpse uses zombie statistics and returns to death if the geist ends the possession.</text>
</action>
<description>
Source: Plane Shift: Innistrad p. 19</description>
<environment></environment>
</monster>
<monster>
<name>Host of Herons Angel</name>
<size>M</size>
<type>celestial</type>
<alignment>Lawful Good</alignment>
<ac>17 (natural armor)</ac>
<hp>136 (16d8+64)</hp>
<speed>walk 30 ft., fly 90 ft.</speed>
<str>18</str>
<dex>18</dex>
<con>18</con>
<int>17</int>
<wis>20</wis>
<cha>20</cha>
<save>Wis +9, Cha +9</save>
<skill>Insight +9, Perception +9</skill>
<passive>19</passive>
<languages>all, telepathy 120 ft.</languages>
<cr>10</cr>
<resist>radiant; bludgeoning, piercing, slashing from nonmagical attacks</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened</conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Angelic Weapons</name>
<text>The angel's weapon attacks are magical. When the angel hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The angel has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Heron Protection</name>
<text>Whenever an angel of the Host of Herons or a friendly creature within 10 feet of it makes a saving throw, the creature gains a bonus to the saving throw equal to the angel's Charisma modifier. The angel must be conscious to receive or grant this bonus.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The angel makes two melee attacks.</text>
</action>
<action>
<name>Mace</name>
<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.</text>
<attack>Mace|+8|1d6+4</attack>
</action>
<action>
<name>Healing Touch (3/Day)</name>
<text>The angel touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.</text>
</action>
<action>
<name>Change Shape</name>
<text>The angel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the angel's choice).</text>
<text>In a new form, the angel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.</text>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>The angel's spellcasting ability is Charisma (spell save DC 17). The angel can innately cast the following spells, requiring only verbal components:</text>
<text>At will: detect evil and good</text>
<text>1/day each: commune, raise dead</text>
</trait>
<spells>detect evil and good, commune, raise dead</spells>
<description>
Source: Plane Shift: Innistrad p. 26</description>
<environment></environment>
</monster>
<monster>
<name>Keeper of the Feather</name>
<size>M</size>
<type>humanoid (human, shapechanger)</type>
<alignment>Lawful Good</alignment>
<ac>12</ac>
<hp>31 (7d8)</hp>
<speed>walk 30 ft.</speed>
<str>10</str>
<dex>15</dex>
<con>11</con>
<int>13</int>
<wis>15</wis>
<cha>14</cha>
<save></save>
<skill>Insight +4, Perception +6</skill>
<passive>16</passive>
<languages>Common (can't speak in raven form)</languages>
<cr>2</cr>
<resist></resist>
<immune>bludgeoning, piercing, slashing from nonmagical attacks not made with silvered weapons</immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Shapechanger</name>
<text>The keeper can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its human form if it dies.</text>
</trait>
<trait>
<name>Mimicry</name>
<text>The keeper can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.</text>
</trait>
<action>
<name>Multiattack (Human or Hybrid Form Only)</name>
<text>The keeper makes two weapon attacks, one of which can be with its hand crossbow.</text>
</action>
<action>
<name>Beak (Raven or Hybrid Form Only)</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 1 piercing damage in raven form, or 4 (1d4 + 2) piercing damage in hybrid form.</text>
<attack>Beak (Raven or Hybrid Form Only)|+4|1d4+2</attack>
</action>
<action>
<name>Shortsword (Human or Hybrid Form Only)</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Shortsword (Human or Hybrid Form Only)|+4|1d6+2</attack>
</action>
<action>
<name>Hand Crossbow (Human or Hybrid Form Only)</name>
<text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Hand Crossbow (Human or Hybrid Form Only)|+4|1d6+2</attack>
</action>
<description>
Source: Plane Shift: Innistrad p. 40</description>
<environment></environment>
</monster>
<monster>
<name>Skaab</name>
<size>M</size>
<type>construct</type>
<alignment>Neutral</alignment>
<ac>9</ac>
<hp>93 (11d8+44)</hp>
<speed>walk 30 ft.</speed>
<str>19</str>
<dex>9</dex>
<con>18</con>
<int>6</int>
<wis>10</wis>
<cha>5</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>understands the languages of its creator but can't speak</languages>
<cr>5</cr>
<resist></resist>
<immune>lightning, poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Berserk</name>
<text>Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.</text>
<text>The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.</text>
</trait>
<trait>
<name>Aversion of Fire</name>
<text>If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.</text>
</trait>
<trait>
<name>Immutable Form</name>
<text>The golem is immune to any spell or effect that would alter its form.</text>
</trait>
<trait>
<name>Lightning Absorption</name>
<text>Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The golem has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Magic Weapons</name>
<text>The golem's weapon attacks are magical.</text>
</trait>
<trait>
<name>Skaab Characteristics</name>
<text>The most basic skaabs are simply flesh golems, as described in the Monster Manual. But the aspiration of every skaberen is to produce a truly unique masterpiece, a goal that might see a stitcher create golems with one of the following special characteristics.</text>
</trait>
<trait>
<name>Skaab Characteristic: Armor Plating</name>
<text>Increase the skaab's Armor Class to 14 and increase its challenge rating to 6 (2,300 XP).</text>
</trait>
<trait>
<name>Skaab Characteristic: Six Arms</name>
<text>The skaab's multiattack action allows it to make three slam attacks. Increase its challenge rating to 6 (2,300 XP).</text>
</trait>
<trait>
<name>Skaab Characteristic: Three Heads</name>
<text>The skaab has advantage on Wisdom (Perception) checks and on saving throws against being blinded, deafened, stunned, and knocked unconscious. (Its challenge rating doesn't change.)</text>
</trait>
<trait>
<name>Skaab Characteristic: Skaab Goliath</name>
<text>This skaab has three heads, six arms, and armor plating. Increase its challenge rating to 7 (2,900 XP).</text>
</trait>
<trait>
<name>Skaab Characteristic: Winged Skaab</name>
<text>The skaab has a flying speed of 30 feet.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The golem makes two slam attacks.</text>
</action>
<action>
<name>Slam</name>
<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage.</text>
<attack>Slam|+7|2d8+4</attack>
</action>
<description>
Source: Plane Shift: Innistrad p. 20</description>
<environment></environment>
</monster>
<monster>
<name>Vampire Neonate</name>
<size>M</size>
<type>undead</type>
<alignment>Neutral Evil</alignment>
<ac>15 (natural armor)</ac>
<hp>82 (11d8+33)</hp>
<speed>walk 30 ft.</speed>
<str>16</str>
<dex>16</dex>
<con>16</con>
<int>11</int>
<wis>10</wis>
<cha>12</cha>
<save>Dex +6, Wis +3</save>
<skill>Perception +3, Stealth +6</skill>
<passive>13</passive>
<languages>Common</languages>
<cr>5</cr>
<resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks not made with living wood weapons</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Regeneration</name>
<text>The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The vampire makes two attacks, only one of which can be a bite attack.</text>
</action>
<action>
<name>Claws</name>
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).</text>
<attack>Claws|+6|2d4+3</attack>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.</text>
<attack>Bite|+6|1d6+3</attack>
</action>
<action>
<name>Vampiric Glamer</name>
<text>The vampire obscures its form with mind-affecting magic that makes others perceive it as a beautiful human of the same size and shape. The illusion ends if the vampire takes a bonus action to end it or if the vampire dies. A creature that can see the vampire can take an action to visually inspect it, ending the mental effect on itself and seeing the vampire's true form with a successful DC 20 Wisdom (Perception) check.</text>
</action>
<action>
<name>Aura of Silence</name>
<text>The vampire shrouds itself in a cloak of silence to a radius of 2 feet. Within that radius, the effect is the same as the silence spell.</text>
</action>
<action>
<name>Variant: Elder Vampires</name>
<text>The basic vampire statistics represent a "neonate"—a newly spawned vampire. Older vampires can learn powerful magic of many different kinds, and might have any of the following traits and abilities.</text>
<text>Shapechanger. The vampire has the Shapechanger trait of the vampire in the Monster Manual, as well as the shapechanger tag. Some vampires can turn into bat form, some can assume mist form, and a few can choose either form.</text>
<text>Charm. The vampire has the Charm action of the vampire in the Monster Manual.</text>
<text>Flight. The vampire has a flying speed of 30 feet.</text>
<text>Gorger. The vampire has advantage on melee attack rolls, but attack rolls against it have advantage.</text>
<text>Spellcasting. The vampire has the spellcasting abilities of a wizard or cleric.</text>
</action>
<description>
Source: Plane Shift: Innistrad p. 17</description>
<environment></environment>
</monster>
<monster>
<name>Werewolf (Krallenhorde)</name>
<size>M</size>
<type>humanoid (human, shapechanger)</type>
<alignment>Chaotic Evil</alignment>
<ac>11 (in humanoid form, 12 (natural armor) in canid form)</ac>
<hp>58 (9d8+18)</hp>
<speed>walk 30 ft.</speed>
<str>15</str>
<dex>13</dex>
<con>14</con>
<int>10</int>
<wis>11</wis>
<cha>10</cha>
<save></save>
<skill>Perception +4, Stealth +3</skill>
<passive>14</passive>
<languages>Common (can't speak in canid form)</languages>
<cr>3</cr>
<resist></resist>
<immune>bludgeoning, piercing, slashing from nonmagical attacks not made with silvered weapons</immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Shapechanger</name>
<text>The werewolf polymorphs into a wolf-humanoid canid form, or back into its true human form. This change is dictated by the moon, but can also be induced by trauma or strong emotion. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.</text>
</trait>
<trait>
<name>Keen Hearing and Smell</name>
<text>The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
</trait>
<trait>
<name>Howlpack: Vildin</name>
<text>Vildin Rampage (Canid Form Only). When the werewolf reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack.</text>
</trait>
<action>
<name>Multiattack (Canid Form Only)</name>
<text>The werewolf makes two attacks: one with its bite and one with its claws or spear.</text>
</action>
<action>
<name>Bite (Canid Form Only)</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage.</text>
<attack>Bite (Canid Form Only)|+4|1d8+2</attack>
</action>
<action>
<name>Claws (Canid Form Only)</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage.</text>
<attack>Claws (Canid Form Only)|+4|2d4+2</attack>
</action>
<action>
<name>Spear (Human Form Only)</name>
<text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.</text>
<attack>Spear (Human Form Only)|+4|1d6+2</attack>
</action>
<action>
<name>Variant: Howlpack</name>
<text>The basic werewolf statistics represent a member of the Krallenhorde, Innistrad's largest howlpack. Werewolves of other packs might have additional abilities such as the following.</text>
</action>
<action>
<name>Variant: Mondronen</name>
<text>Mondronen Wounded Fury. While it has 10 hit points or fewer, the werewolf has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.</text>
</action>
<action>
<name>Variant: Leeraug</name>
<text>Leeraug Blood Frenzy. The werewolf has advantage on melee attack rolls against any creature that doesn't have all its hit points.</text>
</action>
<description>
Source: Plane Shift: Innistrad p. 15</description>
<environment></environment>
</monster>
<monster>
<name>Zombie Cat</name>
<size>T</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>12</ac>
<hp>2 (1d4)</hp>
<speed>walk 40 ft., climb 30 ft.</speed>
<str>3</str>
<dex>15</dex>
<con>10</con>
<int>3</int>
<wis>12</wis>
<cha>7</cha>
<save></save>
<skill>Perception +3, Stealth +4</skill>
<passive>13</passive>
<languages></languages>
<cr>0</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Keen Smell</name>
<text>The cat has advantage on Wisdom (Perception) checks that rely on smell.</text>
</trait>
<action>
<name>Claws</name>
<text>Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 1 slashing damage.</text>
</action>
<description>
Source: Plane Shift: Innistrad p. 17</description>
<environment>grassland, forest, urban, desert</environment>
</monster>
<monster>
<name>Zombie Rat</name>
<size>T</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>10</ac>
<hp>1 (1d4-1)</hp>
<speed>walk 20 ft.</speed>
<str>2</str>
<dex>11</dex>
<con>9</con>
<int>2</int>
<wis>10</wis>
<cha>4</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>0</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 30 ft.</senses>
<trait>
<name>Keen Smell</name>
<text>The rat has advantage on Wisdom (Perception) checks that rely on smell.</text>
</trait>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 1 piercing damage.</text>
</action>
<description>
Source: Plane Shift: Innistrad p. 17</description>
<environment>swamp, urban</environment>
</monster>
<monster>
<name>Zombie Snake</name>
<size>T</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>13</ac>
<hp>2 (1d4)</hp>
<speed>walk 30 ft., swim 30 ft.</speed>
<str>2</str>
<dex>16</dex>
<con>11</con>
<int>1</int>
<wis>10</wis>
<cha>3</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>1/8</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>blindsight 10 ft.</senses>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.</text>
<attack>Bite|+5|2d4</attack>
</action>
<description>
Source: Plane Shift: Innistrad p. 17</description>
<environment>grassland, forest, swamp, hill, desert, coastal</environment>
</monster>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<monster>
<name>Gremlin</name>
<size>S</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>11</ac>
<hp>27 (5d8+5)</hp>
<speed>walk 40 ft.</speed>
<str>12</str>
<dex>13</dex>
<con>13</con>
<int>3</int>
<wis>13</wis>
<cha>6</cha>
<save></save>
<skill></skill>
<passive>11</passive>
<languages></languages>
<cr>1/2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Aether Scent</name>
<text>The gremlin can pinpoint, by scent, the location of refined or unrefined aether within 30 feet of it.</text>
</trait>
<action>
<name>Claws</name>
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage.</text>
<attack>Claws|+3|1d8+1</attack>
</action>
<action>
<name>Siphon</name>
<text>The gremlin drains aether from an aether-powered device it can see within 5 feet of it. If the object isn't being worn or carried, the touch automatically drains aether. If the object is being worn or carried by a creature, the creature must succeed on a DC 11 Dexterity saving throw to keep it out of the gremlin's reach.</text>
<text>If the aether-powered device grants any bonus (to attack rolls, damage rolls, Armor Class, and so on), that bonus is reduced by 1. If the device has charges, it loses 1 charge. Otherwise, it stops functioning for 1 round. Left unhindered, a gremlin can completely destroy an aether-powered device.</text>
</action>
<description>
Source: Plane Shift: Kaladesh p. 26</description>
<environment></environment>
</monster>
<monster>
<name>Servo</name>
<size>T</size>
<type>construct</type>
<alignment>Unaligned</alignment>
<ac>11 (natural armor)</ac>
<hp>10 (3d4+3)</hp>
<speed>walk 20 ft.</speed>
<str>4</str>
<dex>11</dex>
<con>12</con>
<int>3</int>
<wis>10</wis>
<cha>7</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>0</cr>
<resist></resist>
<immune>poison</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, poisoned</conditionImmune>
<senses></senses>
<action>
<name>Claw</name>
<text>Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 1 slashing damage.</text>
</action>
<description>
Source: Plane Shift: Kaladesh p. 32</description>
<environment></environment>
</monster>
<monster>
<name>Sky Leviathan</name>
<size>G</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>14 (natural armor)</ac>
<hp>247 (15d20+90)</hp>
<speed>fly 50 ft.</speed>
<str>28</str>
<dex>7</dex>
<con>22</con>
<int>1</int>
<wis>8</wis>
<cha>4</cha>
<save>Con +10, Wis +3</save>
<skill></skill>
<passive>9</passive>
<languages></languages>
<cr>10</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the leviathan. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the leviathan, and it takes 21 (6d6) acid damage at the start of each of the leviathan's turns.</text>
<attack>Bite|+9|3d8+9</attack>
<attack>Bite||6d6</attack>
<text>If the leviathan takes 30 damage or more on a single turn from a creature inside it, the leviathan must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the leviathan. If the leviathan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.</text>
</action>
<description>
Source: Plane Shift: Kaladesh p. 28</description>
<environment></environment>
</monster>
</compendium>

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@@ -0,0 +1,844 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<monster>
<name>Chupacabra</name>
<size>M</size>
<type>monstrosity</type>
<alignment>Neutral Evil</alignment>
<ac>14 (natural armor)</ac>
<hp>45 (6d8+18)</hp>
<speed>walk 30 ft.</speed>
<str>15</str>
<dex>14</dex>
<con>16</con>
<int>6</int>
<wis>13</wis>
<cha>9</cha>
<save></save>
<skill>Perception +3, Stealth +4</skill>
<passive>13</passive>
<languages></languages>
<cr>3</cr>
<resist>bludgeoning, piercing, slashing from nonmagical weapons</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Sunlight Sensitivity</name>
<text>While in sunlight, the chupacabra has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
</trait>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.</text>
<attack>Bite|+4|2d4+2</attack>
</action>
<action>
<name>Drain Blood</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature that is prone, incapacitated, or restrained. 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the chupacabra regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.</text>
<attack>Drain Blood|+4|1d6+2</attack>
</action>
<reaction>
<name>Pin</name>
<text>If a creature within 5 feet of the chupacabra stands up, the chupacabra can use its reaction to make a bite attack.</text>
</reaction>
<description>
Source: Plane Shift: Ixalan p. 9</description>
<environment></environment>
</monster>
<monster>
<name>Elder Dinosaur</name>
<size>G</size>
<type>monstrosity (titan)</type>
<alignment>Unaligned</alignment>
<ac>25 (natural armor)</ac>
<hp>676 (33d20+330)</hp>
<speed>walk 40 ft.</speed>
<str>30</str>
<dex>11</dex>
<con>30</con>
<int>3</int>
<wis>11</wis>
<cha>11</cha>
<save>Int +5, Wis +9, Cha +9</save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>30</cr>
<resist></resist>
<immune>fire, poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, frightened, paralyzed, poisoned</conditionImmune>
<senses>blindsight 120 ft.</senses>
<trait>
<name>Legendary Resistance (3/Day)</name>
<text>If the elder dinosaur fails a saving throw, it can choose to succeed instead.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The elder dinosaur has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Siege Monster</name>
<text>The elder dinosaur deals double damage to objects and structures.</text>
</trait>
<trait>
<name>Uniqueness</name>
<text>These statistics are shared by all six elder dinosaurs: Elder Dinosaur (Etali, Primal Storm), Elder Dinosaur (Ghalta, Primal Hunger), Elder Dinosaur (Nezahal, Primal Tide), Elder Dinosaur (Tetzimoc, Primal Death), Elder Dinosaur (Zacama, Primal Calamity), Elder Dinosaur (Zetalpa, Primal Dawn)</text>
</trait>
<action>
<name>Frightful Presence</name>
<text>Each creature of the elder dinosaur's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself ona success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours.</text>
</action>
<action>
<name>Swallow</name>
<text>The elder dinosaur makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the elder dinosaur, and it takes 56 (16d6) acid damage at the start of each of the elder dinosaur's turns. If the elder dinosaur takes 60 damage or more on a single turn from a creature inside it, it must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If the elder dinosaur dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.</text>
</action>
<legendary>
<text>The monstrosity (titan) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity (titan) regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Attack</name>
<text>The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack.</text>
</legendary>
<legendary>
<name>Move</name>
<text>The elder dinosaur moves up to half its speed.</text>
</legendary>
<legendary>
<name>Chomp (Costs 2 Actions)</name>
<text>The elder dinosaur makes one bite attack or uses its Swallow.</text>
</legendary>
<description>
Source: Plane Shift: Ixalan p. 33</description>
<environment></environment>
</monster>
<monster>
<name>Elder Dinosaur (Etali, Primal Storm)</name>
<size>G</size>
<type>monstrosity (titan)</type>
<alignment>Unaligned</alignment>
<ac>25 (natural armor)</ac>
<hp>676 (33d20+330)</hp>
<speed>walk 40 ft.</speed>
<str>30</str>
<dex>11</dex>
<con>30</con>
<int>3</int>
<wis>11</wis>
<cha>11</cha>
<save>Int +5, Wis +9, Cha +9</save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>30</cr>
<resist></resist>
<immune>fire, poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, frightened, paralyzed, poisoned</conditionImmune>
<senses>blindsight 120 ft.</senses>
<trait>
<name>Legendary Resistance (3/Day)</name>
<text>If the elder dinosaur fails a saving throw, it can choose to succeed instead.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The elder dinosaur has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Siege Monster</name>
<text>The elder dinosaur deals double damage to objects and structures.</text>
</trait>
<trait>
<name>Lightning Storm</name>
<text>The elder dinosaur is always accompanied by a raging thunderstorm similar to the effect of a call lightning spell. A storm cloud in the shape of a cylinder that is 10 feet tall with a 60-foot radius instantly forms 100 feet in the air over the elder dinosaur when it is angered or becomes violent, as long as it is outdoors. On each of its turns, as an action, the elder dinosaur can choose a point it can see within 120 feet of it. A bolt of lightning flashes down from the cloud to that point. Each creature within 10 feet of that point must make a DC 20 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The elder dinosaur can use its Frightful Presence and call down two lightning strikes from its Lightning Storm. It then makes three attacks: one with its bite and two with its claws.</text>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the elder dinosaur can't bite another target.</text>
<attack>Bite|+19|4d12+10</attack>
</action>
<action>
<name>Claw</name>
<text>Melee Weapon Attack: +19 to hit, reach 15 ft., one target. 28 (4d8 + 10) slashing damage.</text>
<attack>Claw|+19|4d8+10</attack>
</action>
<action>
<name>Frightful Presence</name>
<text>Each creature of the elder dinosaur's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself ona success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours.</text>
</action>
<action>
<name>Swallow</name>
<text>The elder dinosaur makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the elder dinosaur, and it takes 56 (16d6) acid damage at the start of each of the elder dinosaur's turns. If the elder dinosaur takes 60 damage or more on a single turn from a creature inside it, it must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If the elder dinosaur dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.</text>
</action>
<legendary>
<text>The monstrosity (titan) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity (titan) regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Attack</name>
<text>The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack.</text>
</legendary>
<legendary>
<name>Move</name>
<text>The elder dinosaur moves up to half its speed.</text>
</legendary>
<legendary>
<name>Chomp (Costs 2 Actions)</name>
<text>The elder dinosaur makes one bite attack or uses its Swallow.</text>
</legendary>
<description>
Source: Plane Shift: Ixalan p. 33</description>
<environment></environment>
</monster>
<monster>
<name>Elder Dinosaur (Ghalta, Primal Hunger)</name>
<size>G</size>
<type>monstrosity (titan)</type>
<alignment>Unaligned</alignment>
<ac>25 (natural armor)</ac>
<hp>676 (33d20+330)</hp>
<speed>walk 40 ft.</speed>
<str>30</str>
<dex>11</dex>
<con>30</con>
<int>3</int>
<wis>11</wis>
<cha>11</cha>
<save>Int +5, Wis +9, Cha +9</save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>30</cr>
<resist></resist>
<immune>fire, poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, frightened, paralyzed, poisoned</conditionImmune>
<senses>blindsight 120 ft.</senses>
<trait>
<name>Legendary Resistance (3/Day)</name>
<text>If the elder dinosaur fails a saving throw, it can choose to succeed instead.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The elder dinosaur has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Siege Monster</name>
<text>The elder dinosaur deals double damage to objects and structures.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The elder dinosaur can use its Frightful Presence. It then makes three attacks: one with its bite, one with its stomp, and one with its tail. It can use its Swallow instead of its bite.</text>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 62 (8d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the elder dinosaur can't bite another target.</text>
<attack>Bite|+19|8d12+10</attack>
</action>
<action>
<name>Stomp</name>
<text>Melee Weapon Attack: +19 to hit, reach 5 ft., one target. 46 (8d8 + 10) bludgeoning damage.</text>
<attack>Stomp|+19|8d8+10</attack>
</action>
<action>
<name>Tail</name>
<text>Melee Weapon Attack: +19 to hit, reach 20 ft., one target. 38 (8d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.</text>
<attack>Tail|+19|8d6+10</attack>
</action>
<action>
<name>Frightful Presence</name>
<text>Each creature of the elder dinosaur's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself ona success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours.</text>
</action>
<action>
<name>Swallow</name>
<text>The elder dinosaur makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the elder dinosaur, and it takes 56 (16d6) acid damage at the start of each of the elder dinosaur's turns. If the elder dinosaur takes 60 damage or more on a single turn from a creature inside it, it must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If the elder dinosaur dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.</text>
</action>
<legendary>
<text>The monstrosity (titan) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity (titan) regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Attack</name>
<text>The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack.</text>
</legendary>
<legendary>
<name>Move</name>
<text>The elder dinosaur moves up to half its speed.</text>
</legendary>
<legendary>
<name>Chomp (Costs 2 Actions)</name>
<text>The elder dinosaur makes one bite attack or uses its Swallow.</text>
</legendary>
<description>
Source: Plane Shift: Ixalan p. 33</description>
<environment></environment>
</monster>
<monster>
<name>Elder Dinosaur (Nezahal, Primal Tide)</name>
<size>G</size>
<type>monstrosity (titan)</type>
<alignment>Unaligned</alignment>
<ac>25 (natural armor)</ac>
<hp>676 (33d20+330)</hp>
<speed>walk 20 ft., swim 60 ft.</speed>
<str>30</str>
<dex>11</dex>
<con>30</con>
<int>3</int>
<wis>11</wis>
<cha>11</cha>
<save>Int +5, Wis +9, Cha +9</save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>30</cr>
<resist></resist>
<immune>fire, poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, frightened, paralyzed, poisoned</conditionImmune>
<senses>blindsight 120 ft.</senses>
<trait>
<name>Legendary Resistance (3/Day)</name>
<text>If the elder dinosaur fails a saving throw, it can choose to succeed instead.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The elder dinosaur has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Siege Monster</name>
<text>The elder dinosaur deals double damage to objects and structures.</text>
</trait>
<trait>
<name>Hold Breath</name>
<text>The elder dinosaur can hold its breath for 4 hours.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The elder dinosaur can use its Frightful Presence. It then makes five attacks: one with its bite and four with its flippers. No two flipper attacks can target the same creature. It can use its Swallow instead of its bite.</text>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the elder dinosaur can't bite another target.</text>
<attack>Bite|+19|4d12+10</attack>
</action>
<action>
<name>Flipper</name>
<text>Melee Weapon Attack: +19 to hit, reach 5 ft., one target. 28 (4d8 + 10) bludgeoning damage.</text>
<attack>Flipper|+19|4d8+10</attack>
</action>
<action>
<name>Frightful Presence</name>
<text>Each creature of the elder dinosaur's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself ona success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours.</text>
</action>
<action>
<name>Swallow</name>
<text>The elder dinosaur makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the elder dinosaur, and it takes 56 (16d6) acid damage at the start of each of the elder dinosaur's turns. If the elder dinosaur takes 60 damage or more on a single turn from a creature inside it, it must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If the elder dinosaur dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.</text>
</action>
<legendary>
<text>The monstrosity (titan) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity (titan) regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Attack</name>
<text>The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack.</text>
</legendary>
<legendary>
<name>Move</name>
<text>The elder dinosaur moves up to half its speed.</text>
</legendary>
<legendary>
<name>Chomp (Costs 2 Actions)</name>
<text>The elder dinosaur makes one bite attack or uses its Swallow.</text>
</legendary>
<description>
Source: Plane Shift: Ixalan p. 33</description>
<environment></environment>
</monster>
<monster>
<name>Elder Dinosaur (Tetzimoc, Primal Death)</name>
<size>G</size>
<type>monstrosity (titan)</type>
<alignment>Unaligned</alignment>
<ac>25 (natural armor)</ac>
<hp>676 (33d20+330)</hp>
<speed>walk 40 ft.</speed>
<str>30</str>
<dex>11</dex>
<con>30</con>
<int>3</int>
<wis>11</wis>
<cha>11</cha>
<save>Int +5, Wis +9, Cha +9</save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>30</cr>
<resist></resist>
<immune>fire, poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, frightened, paralyzed, poisoned</conditionImmune>
<senses>blindsight 120 ft.</senses>
<trait>
<name>Legendary Resistance (3/Day)</name>
<text>If the elder dinosaur fails a saving throw, it can choose to succeed instead.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The elder dinosaur has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Siege Monster</name>
<text>The elder dinosaur deals double damage to objects and structures.</text>
</trait>
<trait>
<name>Spiny Carapace</name>
<text>The elder dinosaur is covered in an armored carapace bristling with thick, sharp spines. Any creature that hits or misses Tetzimoc with a melee attack takes 7 (2d6) piercing damage.</text>
</trait>
<trait>
<name>Tail Spike Regrowth</name>
<text>The elder dinosaur has forty tail spikes. Used spikes regrow when the elder dinosaur finishes a long rest.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The elder dinosaur can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its tail spikes in place of any or all of those attacks, and it can use its Swallow instead of its bite.</text>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the elder dinosaur can't bite another target.</text>
<attack>Bite|+19|4d12+10</attack>
</action>
<action>
<name>Claw</name>
<text>Melee Weapon Attack: +19 to hit, reach 15 ft., one target. 28 (4d8 + 10) slashing damage.</text>
<attack>Claw|+19|4d8+10</attack>
</action>
<action>
<name>Horns</name>
<text>Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 32 (4d10 + 10) piercing damage.</text>
<attack>Horns|+19|4d10+10</attack>
</action>
<action>
<name>Tail</name>
<text>Melee Weapon Attack: +19 to hit, reach 20 ft., one target. 24 (4d6 + 10) piercing damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.</text>
<attack>Tail|+19|4d6+10</attack>
</action>
<action>
<name>Tail Spikes</name>
<text>Ranged Weapon Attack: +9 to hit, range 100/300 ft., two targets. 7 (2d6) piercing damage.</text>
<attack>Tail Spikes|+9|2d6</attack>
</action>
<action>
<name>Frightful Presence</name>
<text>Each creature of the elder dinosaur's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself ona success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours.</text>
</action>
<action>
<name>Swallow</name>
<text>The elder dinosaur makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the elder dinosaur, and it takes 56 (16d6) acid damage at the start of each of the elder dinosaur's turns. If the elder dinosaur takes 60 damage or more on a single turn from a creature inside it, it must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If the elder dinosaur dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.</text>
</action>
<legendary>
<text>The monstrosity (titan) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity (titan) regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Attack</name>
<text>The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack.</text>
</legendary>
<legendary>
<name>Move</name>
<text>The elder dinosaur moves up to half its speed.</text>
</legendary>
<legendary>
<name>Chomp (Costs 2 Actions)</name>
<text>The elder dinosaur makes one bite attack or uses its Swallow.</text>
</legendary>
<description>
Source: Plane Shift: Ixalan p. 33</description>
<environment></environment>
</monster>
<monster>
<name>Elder Dinosaur (Zacama, Primal Calamity)</name>
<size>G</size>
<type>monstrosity (titan)</type>
<alignment>Unaligned</alignment>
<ac>25 (natural armor)</ac>
<hp>676 (33d20+330)</hp>
<speed>walk 40 ft.</speed>
<str>30</str>
<dex>11</dex>
<con>30</con>
<int>3</int>
<wis>11</wis>
<cha>11</cha>
<save>Int +5, Wis +9, Cha +9</save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>30</cr>
<resist></resist>
<immune>fire, poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, frightened, paralyzed, poisoned</conditionImmune>
<senses>blindsight 120 ft.</senses>
<trait>
<name>Legendary Resistance (3/Day)</name>
<text>If the elder dinosaur fails a saving throw, it can choose to succeed instead.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The elder dinosaur has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Siege Monster</name>
<text>The elder dinosaur deals double damage to objects and structures.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The elder dinosaur can use its Frightful Presence. It then makes five attacks: three with its bite, one with its stomp, and one with its tail. It can use its Swallow instead of a bite. </text>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained. If the elder dinosaur has three targets restrained in this way, it can't bite another target.</text>
<attack>Bite|+19|4d12+10</attack>
</action>
<action>
<name>Stomp</name>
<text>Melee Weapon Attack: +19 to hit, reach 5 ft., one target. 46 (8d8 + 10) bludgeoning damage.</text>
<attack>Stomp|+19|8d8+10</attack>
</action>
<action>
<name>Tail</name>
<text>Melee Weapon Attack: +19 to hit, reach 20 ft., one target. 38 (8d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.</text>
<attack>Tail|+19|8d6+10</attack>
</action>
<action>
<name>Frightful Presence</name>
<text>Each creature of the elder dinosaur's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself ona success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours.</text>
</action>
<action>
<name>Swallow</name>
<text>The elder dinosaur makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the elder dinosaur, and it takes 56 (16d6) acid damage at the start of each of the elder dinosaur's turns. If the elder dinosaur takes 60 damage or more on a single turn from a creature inside it, it must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If the elder dinosaur dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.</text>
</action>
<legendary>
<text>The monstrosity (titan) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity (titan) regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Attack</name>
<text>The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack.</text>
</legendary>
<legendary>
<name>Move</name>
<text>The elder dinosaur moves up to half its speed.</text>
</legendary>
<legendary>
<name>Chomp (Costs 2 Actions)</name>
<text>The elder dinosaur makes one bite attack or uses its Swallow.</text>
</legendary>
<description>
Source: Plane Shift: Ixalan p. 33</description>
<environment></environment>
</monster>
<monster>
<name>Elder Dinosaur (Zetalpa, Primal Dawn)</name>
<size>G</size>
<type>monstrosity (titan)</type>
<alignment>Unaligned</alignment>
<ac>25 (natural armor)</ac>
<hp>676 (33d20+330)</hp>
<speed>walk 20 ft., fly 60 ft.</speed>
<str>30</str>
<dex>11</dex>
<con>30</con>
<int>3</int>
<wis>11</wis>
<cha>11</cha>
<save>Int +5, Wis +9, Cha +9</save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>30</cr>
<resist>radiant</resist>
<immune>fire, poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, frightened, paralyzed, poisoned</conditionImmune>
<senses>blindsight 120 ft.</senses>
<trait>
<name>Legendary Resistance (3/Day)</name>
<text>If the elder dinosaur fails a saving throw, it can choose to succeed instead.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The elder dinosaur has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Siege Monster</name>
<text>The elder dinosaur deals double damage to objects and structures.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The elder dinosaur can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, and two with its wings. It can use its Swallow instead of its bite.</text>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the elder dinosaur can't bite another target.</text>
<attack>Bite|+19|4d12+10</attack>
</action>
<action>
<name>Claw</name>
<text>Melee Weapon Attack: +19 to hit, reach 15 ft., one target. 28 (4d8 + 10) slashing damage.</text>
<attack>Claw|+19|4d8+10</attack>
</action>
<action>
<name>Wing</name>
<text>Melee Weapon Attack: +19 to hit, reach 20 ft., one target. 28 (4d8 + 10) bludgeoning damage.</text>
<attack>Wing|+19|4d8+10</attack>
</action>
<action>
<name>Tail</name>
<text>Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 25 (4d8 + 7) bludgeoning damage.</text>
<attack>Tail|+11|4d8+7</attack>
</action>
<action>
<name>Frightful Presence</name>
<text>Each creature of the elder dinosaur's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself ona success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours.</text>
</action>
<action>
<name>Swallow</name>
<text>The elder dinosaur makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the elder dinosaur, and it takes 56 (16d6) acid damage at the start of each of the elder dinosaur's turns. If the elder dinosaur takes 60 damage or more on a single turn from a creature inside it, it must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If the elder dinosaur dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.</text>
</action>
<legendary>
<text>The monstrosity (titan) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity (titan) regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Attack</name>
<text>The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack.</text>
</legendary>
<legendary>
<name>Move</name>
<text>The elder dinosaur moves up to half its speed.</text>
</legendary>
<legendary>
<name>Chomp (Costs 2 Actions)</name>
<text>The elder dinosaur makes one bite attack or uses its Swallow.</text>
</legendary>
<description>
Source: Plane Shift: Ixalan p. 33</description>
<environment></environment>
</monster>
<monster>
<name>Frilled Deathspitter</name>
<size>S</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>13 (natural armor)</ac>
<hp>18 (4d6+4)</hp>
<speed>walk 40 ft.</speed>
<str>12</str>
<dex>16</dex>
<con>13</con>
<int>4</int>
<wis>12</wis>
<cha>6</cha>
<save></save>
<skill>Perception +3</skill>
<passive>13</passive>
<languages></languages>
<cr>1/2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<action>
<name>Multiattack</name>
<text>The deathspitter makes three attacks: one with its bite and two with its claws.</text>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.</text>
<attack>Bite|+5|1d6+3</attack>
</action>
<action>
<name>Claw</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.</text>
<attack>Claw|+5|1d6+3</attack>
</action>
<action>
<name>Spit Poison</name>
<text>Ranged Weapon Attack: +5 to hit, range 15/30 ft., one creature. The target must make a DC 13 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw is blinded until the end of the deathspitter's next turn.</text>
<attack>Spit Poison|+5|4d8</attack>
</action>
<description>
Source: Plane Shift: Ixalan p. 30</description>
<environment></environment>
</monster>
<monster>
<name>Gishath, Sun's Avatar</name>
<size>G</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>16 (natural armor)</ac>
<hp>203 (14d20+56)</hp>
<speed>walk 40 ft.</speed>
<str>24</str>
<dex>12</dex>
<con>18</con>
<int>12</int>
<wis>16</wis>
<cha>6</cha>
<save>Str +11, Con +8, Wis +7, Cha +2</save>
<skill>Perception +7</skill>
<passive>17</passive>
<languages></languages>
<cr>10</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Legendary Resistance (3/Day)</name>
<text>If Gishath fails a saving throw, it can choose to succeed instead.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Gishath makes two attacks: one with its bite and one with its stomp or tail. It can't make both attacks against the same target.</text>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 39 (5d12 + 7) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and Gishath can't bite another target.</text>
<attack>Bite|+11|5d12+7</attack>
</action>
<action>
<name>Swallow</name>
<text>Gishath makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Gishath, and it takes 21 (6d6) acid damage at the start of each of Gishath's turns.</text>
<text>If Gishath takes 30 damage or more on a single turn from a creature inside it, it must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If Gishath dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.</text>
</action>
<action>
<name>Stomp</name>
<text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 29 (5d8 + 7) bludgeoning damage, and the target must succeed on a DC 19 Strength saving throw or be knocked prone.</text>
<attack>Stomp|+11|5d8+7</attack>
</action>
<action>
<name>Tail</name>
<text>Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 25 (4d8 + 7) bludgeoning damage.</text>
<attack>Tail|+11|4d8+7</attack>
</action>
<legendary>
<text>Gishath, can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Gishath, regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Attack</name>
<text>Gishath makes one stomp or tail attack.</text>
</legendary>
<legendary>
<name>Roar (Costs 2 Actions)</name>
<text>Each creature that is within 120 feet of Gishath and can hear it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on tself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Gishath's Roar for the next 24 hours.</text>
</legendary>
<description>
Source: Plane Shift: Ixalan p. 32</description>
<environment></environment>
</monster>
<monster>
<name>HarpyPlane Shift: Ixalan</name>
<size>M</size>
<type>monstrosity</type>
<alignment>Chaotic Evil</alignment>
<ac>11</ac>
<hp>38 (7d8+7)</hp>
<speed>walk 20 ft., fly 40 ft.</speed>
<str>12</str>
<dex>13</dex>
<con>12</con>
<int>7</int>
<wis>10</wis>
<cha>13</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>Common</languages>
<cr>1</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<action>
<name>Multiattack</name>
<text>The HarpyPlane Shift: Ixalan makes two attacks: one with its claws and one with its bite.</text>
</action>
<action>
<name>Claws</name>
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (2d4 + 1) slashing damage.</text>
<attack>Claws|+3|2d4+1</attack>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) slashing damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.</text>
<attack>Bite|+3|1d4+1</attack>
</action>
<action>
<name>Luring Song</name>
<text>The HarpyPlane Shift: Ixalan sings a magical melody. Every humanoid and giant within 300 feet of the HarpyPlane Shift: Ixalan that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The HarpyPlane Shift: Ixalan must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the HarpyPlane Shift: Ixalan is incapacitated.</text>
<text>While charmed by the HarpyPlane Shift: Ixalan, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the HarpyPlane Shift: Ixalan, the target must move on its turn toward the HarpyPlane Shift: Ixalan by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the HarpyPlane Shift: Ixalan, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.</text>
<text>A target that successfully saves is immune to this HarpyPlane Shift: Ixalan's song for the next 24 hours.</text>
</action>
<description>
Source: Plane Shift: Ixalan p. 36</description>
<environment>mountain, forest, hill, coastal</environment>
</monster>
<monster>
<name>Sunbird</name>
<size>G</size>
<type>monstrosity</type>
<alignment>Unaligned</alignment>
<ac>17 (natural armor)</ac>
<hp>279 (18d20+90)</hp>
<speed>walk 20 ft., fly 120 ft.</speed>
<str>28</str>
<dex>10</dex>
<con>20</con>
<int>13</int>
<wis>14</wis>
<cha>15</cha>
<save>Dex +5, Con +10, Wis +7, Cha +7</save>
<skill>Perception +7</skill>
<passive>17</passive>
<languages>Giant Owl, understands Common but can't speak it</languages>
<cr>13</cr>
<resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
<immune>fire</immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Death Throes</name>
<text>When the sunbird dies, it explodes, and each creature within 30 feet of it must make a DC 18 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried. The sunbird's body turns to ash, but an egg is left where the sunbird was.</text>
</trait>
<trait>
<name>Fire Aura</name>
<text>At the start of each of the sunbird's turns, each creature within 5 feet of it takes 11 (2d10) fire damage, and flammable objects in the area that aren't being worn or carried ignite. A creature that touches the sunbird or hits it with a melee attack while within 5 feet of it takes 11 (2d10) fire damage. The aura also sheds bright light in a 60-foot radius and dim light for an additional 60 feet.</text>
</trait>
<trait>
<name>Flyby</name>
<text>The sunbird doesn't provoke opportunity attacks when it flies out of an enemy's reach.</text>
</trait>
<trait>
<name>Keen Hearing and Sight</name>
<text>The sunbird has advantage on Wisdom (Perception) checks that rely on hearing or sight.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The sunbird makes two talon attacks.</text>
</action>
<action>
<name>Talon</name>
<text>Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 16 (2d6 + 9) slashing damage plus 14 (4d6) fire damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the sunbird can't attack another target with that talon. A grappled creature takes 11 (2d10) fire damage at the start of each of the sunbird's turns.</text>
<attack>Talon|+14|2d6+9</attack>
</action>
<description>
Source: Plane Shift: Ixalan p. 32</description>
<environment></environment>
</monster>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<monster>
<name>Archon Of Redemption</name>
<size>L</size>
<type>celestial</type>
<alignment>Lawful Neutral</alignment>
<ac>17 (natural armor)</ac>
<hp>136 (16d8+64)</hp>
<speed>walk 30 ft., fly 90 ft.</speed>
<str>18</str>
<dex>18</dex>
<con>18</con>
<int>17</int>
<wis>20</wis>
<cha>20</cha>
<save>Wis +9, Cha +9</save>
<skill>Insight +9, Perception +9</skill>
<passive>19</passive>
<languages>all, telepathy 120 ft.</languages>
<cr>10</cr>
<resist>radiant; bludgeoning, piercing, slashing from nonmagical attacks</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened</conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Angelic Weapons</name>
<text>The archon's weapon attacks are magical. When the archon hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack).</text>
</trait>
<trait>
<name>Axiomatic Mind</name>
<text>The archon can't be compelled to act in a manner contrary to its nature or its understanding of justice.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The archon has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>One Being</name>
<text>Though it appears as a humanoid creature riding a mount, an archon is a single being. The "rider" can't be dismounted, and no other means can separate the two portions of the archon's being short of its death.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The archon makes two attacks: one with its sword and one with its claws.</text>
</action>
<action>
<name>Sword</name>
<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage plus 13 (3d8) radiant damage.</text>
<attack>Sword|+8|1d8+4</attack>
</action>
<action>
<name>Claws</name>
<text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 11 (2d6 + 4) piercing damage plus 13 (3d8) radiant damage.</text>
<attack>Claws|+8|2d6+4</attack>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>The archon's innate spellcasting ability is Charisma (spell save DC 17). The archon can innately cast the following spells, requiring only verbal components:</text>
<text>At will: detect evil and good</text>
<text>1/day each: destructive wave, geas</text>
</trait>
<spells>detect evil and good, destructive wave, geas</spells>
<description>
Source: Plane Shift: Zendikar p. 22</description>
<environment></environment>
</monster>
<monster>
<name>FelidarPlane Shift: Zendikar</name>
<size>L</size>
<type>celestial</type>
<alignment>Lawful Good</alignment>
<ac>12</ac>
<hp>67 (9d10+18)</hp>
<speed>walk 50 ft.</speed>
<str>18</str>
<dex>14</dex>
<con>15</con>
<int>11</int>
<wis>17</wis>
<cha>16</cha>
<save></save>
<skill></skill>
<passive>13</passive>
<languages>Celestial, telepathy 60 ft.</languages>
<cr>5</cr>
<resist></resist>
<immune>poison</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, paralyzed, poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Pounce</name>
<text>If the FelidarPlane Shift: Zendikar moves at least 20 feet straight toward a creature and then hits it with a claws attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the FelidarPlane Shift: Zendikar can make one bite attack against it as a bonus action.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The FelidarPlane Shift: Zendikar has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Magic Weapons</name>
<text>The FelidarPlane Shift: Zendikar's weapon attacks are magical.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The FelidarPlane Shift: Zendikar makes two attacks with its claws.</text>
</action>
<action>
<name>Claws</name>
<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.</text>
<attack>Claws|+7|2d6+4</attack>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage.</text>
<attack>Bite|+7|1d8+4</attack>
</action>
<action>
<name>Healing Touch (3/Day)</name>
<text>The FelidarPlane Shift: Zendikar touches another creature with its horns. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target</text>
</action>
<action>
<name>Teleport (1/Day)</name>
<text>The FelidarPlane Shift: Zendikar magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the FelidarPlane Shift: Zendikar is familiar with, up to 1 mile away.</text>
</action>
<legendary>
<text>The celestial can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Claws</name>
<text>The FelidarPlane Shift: Zendikar makes one attack with its claws.</text>
</legendary>
<legendary>
<name>Shimmering Shield (Costs 2 Actions)</name>
<text>The FelidarPlane Shift: Zendikar creates a shimmering magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the FelidarPlane Shift: Zendikar's next turn.</text>
</legendary>
<legendary>
<name>Heal Self (Costs 3 Actions)</name>
<text>The FelidarPlane Shift: Zendikar magically regains 11 (2d8 + 2) hit points.</text>
</legendary>
<trait>
<name>Innate Spellcasting</name>
<text>The FelidarPlane Shift: Zendikar's innate spellcasting ability is Charisma (spell save DC 14). The FelidarPlane Shift: Zendikar can innately cast the following spells, requiring no components:</text>
<text>At will: detect evil and good, light, thaumaturgy</text>
<text>1/day each: calm emotions, daylight, dispel evil and good</text>
</trait>
<spells>detect evil and good, light, thaumaturgy, calm emotions, daylight, dispel evil and good</spells>
<description>
Source: Plane Shift: Zendikar p. 23</description>
<environment></environment>
</monster>
<monster>
<name>KrakenPlane Shift: Zendikar</name>
<size>H</size>
<type>monstrosity</type>
<alignment>Chaotic Evil</alignment>
<ac>16 (natural armor)</ac>
<hp>230 (20d12+100)</hp>
<speed>walk 30 ft., swim 50 ft.</speed>
<str>29</str>
<dex>14</dex>
<con>20</con>
<int>16</int>
<wis>18</wis>
<cha>18</cha>
<save></save>
<skill>Athletics +14, Perception +9</skill>
<passive>19</passive>
<languages>Common</languages>
<cr>13</cr>
<resist>cold</resist>
<immune>lightning, thunder</immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Amphibious</name>
<text>The KrakenPlane Shift: Zendikar can breathe air and water.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The KrakenPlane Shift: Zendikar makes two attacks: one with its claw and one with its tentacles.</text>
</action>
<action>
<name>Claw</name>
<text>Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 30 (6d6 + 9) slashing damage.</text>
<attack>Claw|+14|6d6+9</attack>
</action>
<action>
<name>Tentacles</name>
<text>Melee Weapon Attack: +14 to hit, reach 20 ft., one target. 30 (6d6 + 9) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained.</text>
<attack>Tentacles|+14|6d6+9</attack>
</action>
<action>
<name>Lightning Strike (Recharge 5-6)</name>
<text>The KrakenPlane Shift: Zendikar hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.</text>
<attack>Lightning Strike (Recharge 5-6)||12d8</attack>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>The KrakenPlane Shift: Zendikar's innate spellcasting ability is Charisma (spell save DC 17). The KrakenPlane Shift: Zendikar can innately cast the following spells, requiring no components:</text>
<text>3/day each: control weather, water breathing</text>
</trait>
<spells>control weather, water breathing</spells>
<description>
Source: Plane Shift: Zendikar p. 25</description>
<environment></environment>
</monster>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Cleric</name>
<autolevel level="1">
<feature optional="YES">
<name>Divine Domain: Ambition Domain (PSA)</name>
<text>"The worthy shall strive for greatness—supremacy in life leads to supremacy in the afterlife."</text>
<text>Bontu has fully embraced this dictum, and though she expends little effort in teaching it, she surely leads by example. Her viziers subtly plant the seeds that flower into the ambition the God-Pharaoh desires. Through insinuation, they remind acolytes and initiates alike that achieving one's place in the afterlife at the expense of others is not shameful, but is proof of the initiate's determination and drive. Nothing is more important than that drive, they suggest—not the bonds of a crop, not friendship or love. Not even devotion to a deity.</text>
<text>At each indicated cleric level, add the listed spells to your spells prepared.</text>
<text></text>
<text>Ambition Domain Spells</text>
<text>Cleric Level | Spells</text>
<text>1st | bane, disguise self</text>
<text>3rd | mirror image, ray of enfeeblement</text>
<text>5th | bestow curse, vampiric touch</text>
<text>7th | death ward, dimension door</text>
<text>9th | dominate person, modify memory</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 27</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Ambition Domain (PSA): Warding Flare</name>
<text>When you choose this domain at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.</text>
<text>You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 27</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Divine Domain: Knowledge Domain (PSA)</name>
<text>"The worthy shall cultivate a nimble mind that can perceive the wonders beyond imagination that wait in the afterlife."</text>
<text>Kefnet's task is to pass on this teaching of the God-Pharaoh and elucidate its meaning. He teaches that the afterlife will be inhabited only by those who have proved by their wits that they are worthy of dwelling in the glorious presence of the God-Pharaoh. He trains acolytes and initiates to push their limits and challenge their mental capacity with spells of ever-greater power.</text>
<text>Kefnet's domain is identical to the Knowledge domain in the Player's Handbook.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 25</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Divine Domain: Solidarity Domain (PSA)</name>
<text>"The worthy must know and respect all others whom the God-Pharaoh deems worthy, for in the afterlife, all will be united in purpose and action."</text>
<text>Oketra is charged with expounding upon this teaching of the God-Pharaoh, instilling in every initiate the virtue of solidarity. She forges each group of children into a crop of acolytes with just one purpose: to be judged worthy of a glorious afterlife. And she instills in each crop the ability to unite in a single action in pursuit of that purpose. She is fond of poetic imagery to communicate her ideals.</text>
<text>At each indicated cleric level, add the listed spells to your spells prepared.</text>
<text></text>
<text>Solidarity Domain Spells</text>
<text>Cleric Level | Spells</text>
<text>1st | bless, guiding bolt</text>
<text>3rd | aid, warding bond</text>
<text>5th | beacon of hope, crusader's mantle</text>
<text>7th | aura of life, guardian of faith</text>
<text>9th | circle of power, mass cure wounds</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 24</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Solidarity Domain (PSA): Bonus Proficiency</name>
<text>When you choose this domain at 1st level, you gain proficiency with heavy armor.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 24</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Solidarity Domain (PSA): Solidarity's Action</name>
<text>Also at 1st level, when you take the Help action to aid an ally's attack, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 24</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Divine Domain: Strength Domain (PSA)</name>
<text>"The worthy shall hone a strong body that can withstand the boundless energies of the afterlife."</text>
<text>It falls to Rhonas to instill this teaching in those who would enter the afterlife—but to his mind, the words themselves don't matter. Strength can't be taught. It must be built through practice and training. Rhonas demonstrates his teachings by his example, rather than by giving his students any kind of academic instruction. He welcomes the people of Naktamun to stand by the Hekma and watch him as he storms into the desert to battle the greatest horrors. He encourages them to observe his indomitable strength, for though they will never equal it, they can aspire to mimicry. He invites them to scrutinize every move and practice what they see.</text>
<text>At each indicated cleric level, add the listed spells to your spells prepared.</text>
<text></text>
<text>Strength Domain Spells</text>
<text>Cleric Level | Spells</text>
<text>1st | divine favor, shield of faith</text>
<text>3rd | enhance ability, protection from poison</text>
<text>5th | haste, protection from energy</text>
<text>7th | dominate beast, stoneskin</text>
<text>9th | destructive wave, insect plague</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 26</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Strength Domain (PSA): Acolyte of Strength</name>
<text>At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Athletics, Nature, or Survival.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 26</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Strength Domain (PSA): Bonus Proficiency</name>
<text>Also at 1st level, you gain proficiency with heavy armor.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 26</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Divine Domain: Zeal Domain (PSA)</name>
<text>"The worthy shall rush to the God-Pharaoh's side with relentless zeal, rising to overcome every obstacle in their way."</text>
<text>The God-Pharaoh expects those he welcomes into the afterlife to desire it above all other pleasures and achievements, and for them to show their dedication, passion, and fervor through their actions. Hazoret is charged with cultivating this zeal in the initiates who come under her care, and she has undertaken the task with appropriate enthusiasm. She recognizes, however, that the best way to teach zeal is by demonstrating it.</text>
<text>At each indicated cleric level, add the listed spells to your spells prepared.</text>
<text></text>
<text>Zeal Domain Spells</text>
<text>Cleric Level | Spells</text>
<text>1st | searing smite, thunderous smite</text>
<text>3rd | magic weapon, shatter</text>
<text>5th | haste, fireball</text>
<text>7th | fire shield, freedom of movement</text>
<text>9th | destructive wave, flame strike</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 28</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Zeal Domain (PSA): Bonus Proficiencies</name>
<text>At 1st level, you gain proficiency with martial weapons and heavy armor.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 28</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Zeal Domain (PSA): Priest of Zeal</name>
<text>From 1st level, Hazoret delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.</text>
<text>You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 28</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Ambition Domain (PSA): Channel Divinity: Invoke Duplicity</name>
<text>Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.</text>
<text>As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.</text>
<text>For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 27</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Knowledge Domain (PSA): Subclass Feature</name>
<text>See the Knowledge domain.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 25</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Solidarity Domain (PSA): Channel Divinity: Preserve Life</name>
<text>Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.</text>
<text>As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 24</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Strength Domain (PSA): Channel Divinity: Feat of Strength</name>
<text>At 2nd level, you can use your Channel Divinity to enhance your physical might. When you make an attack roll, ability check, or saving throw using Strength, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 26</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Zeal Domain (PSA): Channel Divinity: Consuming Fervor</name>
<text>Starting at 2nd level, you can use your Channel Divinity to channel your zeal into unchecked ferocity.</text>
<text>When you roll fire or thunder damage, you can use your Channel Divinity to deal maximum damage instead of rolling.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 28</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Ambition Domain (PSA): Channel Divinity: Cloak of Shadows</name>
<text>Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 27</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Knowledge Domain (PSA): Subclass Feature</name>
<text>See the Knowledge domain.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 25</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Solidarity Domain (PSA): Oketra's Blessing</name>
<text>At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 24</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Strength Domain (PSA): Rhonas's Blessing</name>
<text>At 6th level, when a creature within 30 feet of you makes an attack roll, ability check, or saving throw using Strength, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fail.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 26</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Zeal Domain (PSA): Resounding Strike</name>
<text>At 6th level, when you deal thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 28</text>
</feature>
</autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Ambition Domain (PSA): Potent Spellcasting</name>
<text>Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 27</text>
</feature>
</autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Knowledge Domain (PSA): Subclass Feature</name>
<text>See the Knowledge domain.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 25</text>
</feature>
</autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Solidarity Domain (PSA): Divine Strike</name>
<text>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 24</text>
</feature>
</autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Strength Domain (PSA): Divine Strike</name>
<text>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 26</text>
</feature>
</autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Zeal Domain (PSA): Divine Strike</name>
<text>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 28</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Ambition Domain (PSA): Improved Duplicity</name>
<text>At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 27</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Knowledge Domain (PSA): Subclass Feature</name>
<text>See the Knowledge domain.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 25</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Solidarity Domain (PSA): Supreme Healing</name>
<text>Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 24</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Strength Domain (PSA): Avatar of Battle</name>
<text>At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 26</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Zeal Domain (PSA): Blaze of Glory</name>
<text>Starting at 17th level, you can delay death for an instant to perform a final heroic act.</text>
<text>When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra 5d10 fire damage and an extra 5d10 damage of the weapon's type. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.</text>
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 28</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Sorcerer</name>
<autolevel level="1">
<feature optional="YES">
<name>Sorcerous Origin: Pyromancer (PSK)</name>
<text>Your innate magic manifests in fire. You are your fire, and your fire is you.</text>
<text></text>
<text>Source: Plane Shift: Kaladesh p. 9</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Pyromancer (PSK): Heart of Fire</name>
<text>At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1).</text>
<text></text>
<text>Source: Plane Shift: Kaladesh p. 9</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Pyromancer (PSK): Fire in the Veins</name>
<text>At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.</text>
<text></text>
<text>Source: Plane Shift: Kaladesh p. 9</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Pyromancer (PSK): Pyromancer's Fury</name>
<text>Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage.</text>
<text></text>
<text>Source: Plane Shift: Kaladesh p. 9</text>
</feature>
</autolevel>
<autolevel level="18">
<feature optional="YES">
<name>Pyromancer (PSK): Fiery Soul</name>
<text>At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.</text>
<text></text>
<text>Source: Plane Shift: Kaladesh p. 9</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<feat>
<name>Quicksmithing</name>
<prerequisite>Intelligence 13 or higher</prerequisite>
<text>You have mastered the art of on-the-fly invention, improvement, and jury-rigging. You can use your talents to create immediate, short-term magical effects similar to spells, given time and an adequate supply of aether.
When you choose this feat, you master two magical effects, each of which recreates the effect of a 1st-level spell that has the ritual tag. These spells can come from any class list, but Intelligence is your spellcasting ability for them.
If you come across a schematic geared toward quicksmithing or study with another quicksmith, you might be able to add another spell to the effects you have mastered. The spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of mastering the spell takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents aether you use as you experiment with the spell effect to master it.
In addition, you have proficiency with artisan's tools (quicksmith's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours unless you spend 1 hour repairing it to keep it functioning. You can use your action to dismantle the device, at which point you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:
Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter: This device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
Source: Plane Shift: Kaladesh p. 13</text>
</feat>
<feat>
<name>Servo Crafting</name>
<prerequisite>Intelligence 13 or higher</prerequisite>
<text>You are skilled in the creation of servos—tiny constructs that function as personal assistants. You can cast the find familiar spell as a ritual, creating a servo to serve as your familiar instead of an animal. A servo's statistics appear in the "Artifact Creatures" section of this document. In every other way, a servo familiar functions as described in the find familiar spell.
You can communicate telepathically with your servo familiar and perceive through its senses as long as you are on the same plane of existence. You can speak through your servo in your own voice.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your servo familiar to make one attack of its own.
Source: Plane Shift: Kaladesh p. 13</text>
</feat>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<feat>
<name>Vampiric Exultation</name>
<prerequisite>Vampire (Ixalan)</prerequisite>
<text>As an action, you can transform the lower half of your body into an inky black vapor, allowing you to float through the air. While transformed, you have a flying speed of 30 feet. You can maintain this form for up to 10 minutes. Once you use this ability, you can't use it again until you finish a short or long rest.
Source: Plane Shift: Ixalan p. 14</text>
</feat>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<item>
<name>Amulet of dinosaur feathers (Sun Empire)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>25.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
<item>
<name>Bejeweled ivory drinking horn with gold inlay (Brazen Coalition)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>7500.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 25</text>
</item>
<item>
<name>Bronze spyglass (Brazen Coalition)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>250.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
<item>
<name>Carved jade statuette (River Heralds)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>250.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
<item>
<name>Ceremonial silver dagger with gold pommel and black pearl (Legion of Dusk)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>750.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
<item>
<name>Cloth-of-gold vestments (Legion of Dusk)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>25.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
<item>
<name>Copper stein with silver filigree (Brazen Coalition)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>25.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
<item>
<name>Eye patch with a mock eye set in blue sapphire and moonstone (Brazen Coalition)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>2500.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 25</text>
</item>
<item>
<name>Feathered mantle with emerald clasp (Sun Empire)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>2500.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 25</text>
</item>
<item>
<name>Fine gold chain with fire opals (Legion of Dusk)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>2500.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 25</text>
</item>
<item>
<name>Fine robe with dinosaur feathers and silver embroidery (Sun Empire)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>250.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
<item>
<name>Fine steel rapier with gold filigree hilt (Legion of Dusk)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>750.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
<item>
<name>Finely articulated jade glove (River Heralds)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>2500.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 25</text>
</item>
<item>
<name>Gold basin with rubies (Legion of Dusk)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>7500.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 25</text>
</item>
<item>
<name>Gold chalice (Legion of Dusk)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>750.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
<item>
<name>Gold chalice set with emeralds (Legion of Dusk)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>7500.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 25</text>
</item>
<item>
<name>Gold jewelry box with platinum filigree (Brazen Coalition)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>7500.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 25</text>
</item>
<item>
<name>Gold locket with a painted portrait inside (Legion of Dusk)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>25.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
<item>
<name>Gold music box (Brazen Coalition)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>2500.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 25</text>
</item>
<item>
<name>Gold pendant with black onyx (Legion of Dusk)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>250.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
<item>
<name>Gold ring with turquoise (Legion of Dusk)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>25.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
<item>
<name>Gold-plated ceremonial helmet and pauldrons (Legion of Dusk)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>2500.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 25</text>
</item>
<item>
<name>Gold-plated sextant with topaz (Brazen Coalition)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>750.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
<item>
<name>Jade bowl (River Heralds)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>250.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
<item>
<name>Jade breastplate (River Heralds)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>7500.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 25</text>
</item>
<item>
<name>Jade headpiece (River Heralds)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>250.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
<item>
<name>Jade sword with amber (River Heralds)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>750.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
<item>
<name>Jade totem with diamond eyes (River Heralds)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>7500.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 25</text>
</item>
<item>
<name>Jeweled anklet (Brazen Coalition)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>2500.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 25</text>
</item>
<item>
<name>Large gold bracelet (Legion of Dusk)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>250.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
<item>
<name>Large jade totem (River Heralds)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>750.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
<item>
<name>Large well-made tapestry (Legion of Dusk)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>250.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
<item>
<name>Lute crafted of exotic wood with mother-of-pearl inlay and zircon gems (Brazen Coalition)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>750.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
<item>
<name>Marble font with gold inlay (Legion of Dusk)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>7500.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 25</text>
</item>
<item>
<name>Masterpiece painting in mahogany frame with gold inlay (Legion of Dusk)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>2500.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 25</text>
</item>
<item>
<name>Necklace of electrum medallions with red and blue tournalines (Brazen Coalition)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>750.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
<item>
<name>Necklace of jade and pink pearls (River Heralds)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>2500.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 25</text>
</item>
<item>
<name>Pair of engraved bone dice (Brazen Coalition)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>25.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
<item>
<name>Pewter mug with green spinels (Brazen Coalition)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>250.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
<item>
<name>Platinum headdress with topaz sun symbol (Sun Empire)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>2500.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 25</text>
</item>
<item>
<name>Platinum ring with yellow sapphire (Sun Empire)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>7500.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 25</text>
</item>
<item>
<name>Platinum staff topped with amber (Sun Empire)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>7500.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 25</text>
</item>
<item>
<name>Silver headdress with amber and red-coral feathers (Sun Empire)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>750.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
<item>
<name>Silver medallion (Sun Empire)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>25.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
<item>
<name>Silver necklace with an amber pendant (Sun Empire)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>250.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
<item>
<name>Silver shoulder piece with amber and garnet (Sun Empire)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>750.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
<item>
<name>Sun amulet on a beaded chain (Sun Empire)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>25.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
<item>
<name>Tiny jade figurine (River Heralds)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>25.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
<item>
<name>Treasure chest crafted of exotic wood with gold fittings and opals (Brazen Coalition)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>7500.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 25</text>
</item>
<item>
<name>Velvet doublet with gold buttons (Legion of Dusk)</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>25.0</value>
<property></property>
<text>Source: Plane Shift: Ixalan p. 24</text>
</item>
</compendium>

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@@ -0,0 +1,282 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<race>
<name>Aven (Hawk-Headed)</name>
<size>M</size>
<speed>25</speed>
<ability>Dex 2, Wis 2</ability>
<proficiency>Perception</proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Amonkhet p. 16</text>
</trait>
<trait>
<name>Hawkeyed</name>
<text>You have proficiency in the Perception skill. In addition, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
</text>
</trait>
<trait>
<name>Age</name>
<text>Like humans, aven reach adulthood in their late teens and can theoretically live into their 80s. Of course, most find a glorious (or inglorious) death long before that point.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most aven lean toward some form of neutrality. Ibis-headed aven, focused more on knowledge than any other virtue, are usually neutral. Hawk-headed aven are inclined toward lawful neutral.
</text>
</trait>
<trait>
<name>Size</name>
<text>Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their flight. Your size is Medium.
</text>
</trait>
<trait>
<name>Flight</name>
<text>You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your flying speed if you are encumbered.)
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Aven.
</text>
</trait>
</race>
<race>
<name>Aven (Ibis-Headed)</name>
<size>M</size>
<speed>25</speed>
<ability>Dex 2, Int 1</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Amonkhet p. 16</text>
</trait>
<trait>
<name>Kefnet's Blessing</name>
<text>You can add half your proficiency bonus, rounded down, to any Intelligence check you make that doesn't already include your proficiency bonus.
</text>
</trait>
<trait>
<name>Age</name>
<text>Like humans, aven reach adulthood in their late teens and can theoretically live into their 80s. Of course, most find a glorious (or inglorious) death long before that point.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most aven lean toward some form of neutrality. Ibis-headed aven, focused more on knowledge than any other virtue, are usually neutral. Hawk-headed aven are inclined toward lawful neutral.
</text>
</trait>
<trait>
<name>Size</name>
<text>Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their flight. Your size is Medium.
</text>
</trait>
<trait>
<name>Flight</name>
<text>You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your flying speed if you are encumbered.)
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Aven.
</text>
</trait>
</race>
<race>
<name>Human (Amonkhet)</name>
<size>M</size>
<speed>30</speed>
<ability></ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Amonkhet p. 14</text>
</trait>
<trait>
<name>Age</name>
<text>Humans reach adulthood in their late teens. Most human initiates have completed the trials and found a glorious or inglorious death before they turn 30. Viziers can enjoy longer service to their gods, in theory living up to a century.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Humans tend toward no particular alignment. The best and the worst are found among them.
</text>
</trait>
<trait>
<name>Size</name>
<text>Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium
</text>
</trait>
<trait>
<name>Ability Score Increase</name>
<text>Two different ability scores of your choice increase by 1.
</text>
</trait>
<trait>
<name>Skills</name>
<text>You gain proficiency in one skill of your choice.
</text>
</trait>
<trait>
<name>Feat</name>
<text>You gain one feat of your choice.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and one extra language of your choice.
</text>
</trait>
</race>
<race>
<name>Khenra</name>
<size>M</size>
<speed>35</speed>
<ability>Dex 2, Str 1</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Amonkhet p. 17</text>
</trait>
<trait>
<name>Age</name>
<text>Khenra mature quickly, reaching adulthood in their early teens. Khenra initiates are usually the youngest in a crop, completing the trials by their late teens. Even without a violent death, they rarely live past 60.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most khenra lean toward chaotic alignments. They have no particular inclination toward good or evil.
</text>
</trait>
<trait>
<name>Size</name>
<text>Khenra have similar builds to humans. Your size is Medium.
</text>
</trait>
<trait>
<name>Khenra Weapon Training</name>
<text>You have proficiency with the khopesh (longsword), spear, and javelin.
</text>
</trait>
<trait>
<name>Khenra Twins</name>
<text>If your twin is alive and you can see your twin, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If your twin is dead (or if you were born without a twin), you can't be frightened.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Khenra.
</text>
</trait>
</race>
<race>
<name>Minotaur (Amonkhet)</name>
<size>M</size>
<speed>30</speed>
<ability>Str 2, Con 1</ability>
<proficiency>Intimidation</proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Amonkhet p. 19</text>
</trait>
<trait>
<name>Age</name>
<text>Minotaurs develop more slowly than humans, reaching full maturity around the age of 20. They typically become acolytes at around 8 or 9 years old, making them among the older members of their crops. Once they reach maturity, though, minotaurs age quickly, rushing headlong through the trials (as they do all aspects of life) to complete them before they pass their peak. A minotaur allowed to die of old age would rarely live beyond 40.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most minotaurs lean toward chaotic alignments, and they have a slight inclination toward evil.
</text>
</trait>
<trait>
<name>Size</name>
<text>Minotaurs average over 6 feet in height, and they have strong, stocky builds. Your size is Medium.
</text>
</trait>
<trait>
<name>Natural Weapon</name>
<text>You can use your horns as a natural weapon to make unarmed strikes. If you hit with your horns, you deal bludgeoning damage equal to 1d6 + your Strength modifier.
</text>
</trait>
<trait>
<name>Menacing</name>
<text>You gain proficiency in the Intimidation skill.
</text>
</trait>
<trait>
<name>Relentless Endurance</name>
<text>When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
</text>
</trait>
<trait>
<name>Savage Attacks</name>
<text>When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Minotaur.
</text>
</trait>
</race>
<race>
<name>Naga</name>
<size>M</size>
<speed>30</speed>
<ability>Con 2, Int 1</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Amonkhet p. 21</text>
</trait>
<trait>
<name>Age</name>
<text>Like humans, naga reach adulthood in their late teens. They show no signs of aging beyond that point except for growing larger, so in theory, a naga could live well over a century.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most naga are either neutral or neutral evil in alignment.
</text>
</trait>
<trait>
<name>Size</name>
<text>Naga stand about 5 feet tall when upright, but the total length of their bodies, head to tail, ranges from 10 to as much as 20 feet. Your size is Medium.
</text>
</trait>
<trait>
<name>Speed Burst</name>
<text>By lowering your body to the ground and propelling yourself with your arms, you can move more quickly for a time. As a bonus action on your turn, if you have both hands free, you can increase your walking speed by 5 feet until the end of your turn.
</text>
</trait>
<trait>
<name>Natural Weapons</name>
<text>Your fanged maw and constricting serpentine body are natural weapons, which you can use to make unarmed strikes.
If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier, and your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 1d4 poison damage.
If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can't constrict another target.
</text>
</trait>
<trait>
<name>Poison Immunity</name>
<text>You are immune to poison damage and can't be poisoned.
</text>
</trait>
<trait>
<name>Poison Affinity</name>
<text>You gain proficiency with the poisoner's kit.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Naga.
</text>
</trait>
</race>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<race>
<name>Aven</name>
<size>M</size>
<speed>25</speed>
<ability>Dex 2, Wis 2</ability>
<proficiency>Perception</proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Dominaria p. 6</text>
</trait>
<trait>
<name>Age</name>
<text>Like humans, aven reach adulthood in their late teens and can live into their 80s.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Aven are inclined toward the lawful good alignment of the Church of Serra
</text>
</trait>
<trait>
<name>Size</name>
<text>Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their flight. Your size is Medium.
</text>
</trait>
<trait>
<name>Flight</name>
<text>You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your flying speed if you are encumbered.)
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Aven.
</text>
</trait>
<trait>
<name>Hawkeyed</name>
<text>You have proficiency in the Perception skill. In addition, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
</text>
</trait>
</race>
</compendium>

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@@ -0,0 +1,171 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<race>
<name>Human (Innistrad) (Gavony)</name>
<size>M</size>
<speed>30</speed>
<ability>Str 1, Dex 1, Con 1, Int 1, Wis 1, Cha 1</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Innistrad p. 8</text>
</trait>
<trait>
<name>Ability Score Increase</name>
<text>Your ability scores each increase by 1.
</text>
</trait>
<trait>
<name>Age</name>
<text>Humans reach adulthood in their late teens and live less than a century.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Humans tend toward no particular alignment.
</text>
</trait>
<trait>
<name>Size</name>
<text>Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and one extra language of your choice.
</text>
</trait>
</race>
<race>
<name>Human (Innistrad) (Kessig)</name>
<size>M</size>
<speed>40</speed>
<ability>Dex 1, Wis 1</ability>
<proficiency>Survival</proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Innistrad p. 8</text>
</trait>
<trait>
<name>Forest Folk</name>
<text>You have proficiency in the Survival skill.
</text>
</trait>
<trait>
<name>Fleet of Foot</name>
<text>Your base walking speed is 40 feet.
</text>
</trait>
<trait>
<name>Sure-footed</name>
<text>When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
</text>
</trait>
<trait>
<name>Spring Attack</name>
<text>When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of your turn, whether you hit or not.
</text>
</trait>
<trait>
<name>Age</name>
<text>Humans reach adulthood in their late teens and live less than a century.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Humans tend toward no particular alignment.
</text>
</trait>
<trait>
<name>Size</name>
<text>Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and one extra language of your choice.
</text>
</trait>
</race>
<race>
<name>Human (Innistrad) (Nephalia)</name>
<size>M</size>
<speed>30</speed>
<ability>Int 1, Cha 1</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Innistrad p. 8</text>
</trait>
<trait>
<name>Breadth of Knowledge</name>
<text>You gain proficiency in any combination of four skills or with four tools of your choice.
</text>
</trait>
<trait>
<name>Age</name>
<text>Humans reach adulthood in their late teens and live less than a century.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Humans tend toward no particular alignment.
</text>
</trait>
<trait>
<name>Size</name>
<text>Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and one extra language of your choice.
</text>
</trait>
</race>
<race>
<name>Human (Innistrad) (Stensia)</name>
<size>M</size>
<speed>30</speed>
<ability>Str 1, Con 1</ability>
<proficiency>Intimidation</proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Innistrad p. 8</text>
</trait>
<trait>
<name>Daunting</name>
<text>You have proficiency in the Intimidation skill.
</text>
</trait>
<trait>
<name>Tough</name>
<text>Your hit point maximum increases by 2, and it increases by 2 every time you gain a level.
</text>
</trait>
<trait>
<name>Age</name>
<text>Humans reach adulthood in their late teens and live less than a century.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Humans tend toward no particular alignment.
</text>
</trait>
<trait>
<name>Size</name>
<text>Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and one extra language of your choice.
</text>
</trait>
</race>
</compendium>

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@@ -0,0 +1,294 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<race>
<name>Aetherborn</name>
<size>M</size>
<speed>30</speed>
<ability>Cha 2</ability>
<proficiency>Intimidation</proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Kaladesh p. 17</text>
</trait>
<trait>
<name>Age</name>
<text>Aetherborn come into being as adults and live no more than a few years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>As a rule, aetherborn are driven by hedonism and self-interest, making them neutral at best and thoroughly evil at worst. Neutral aetherborn might devote much of their time (and wealth) to parties and social activity, while evil aetherborn are usually involved in the criminal underworld.
</text>
</trait>
<trait>
<name>Size</name>
<text>Aetherborn are about the same size as humans, ranging from 5 to 6 feet tall. They are quite light—only about 100 pounds—and their weight diminishes as they age and more and more of their substance returns to the aethersphere. Your size is Medium.
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Born of Aether</name>
<text>You have resistance to necrotic damage.
</text>
</trait>
<trait>
<name>Menacing</name>
<text>You have proficiency in the Intimidation skill.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and two other languages of your choice.
</text>
</trait>
<trait>
<name>Gift of the Aetherborn</name>
<text>An unknown aetherborn, desperately seeking a means to extend their short life, discovered a process of transformation that prolonged their existence—by giving them the ability to feed on the life essence of other beings. Since then, other aetherborn have learned and carried out this monstrous transformation, and aetherborn with this "gift" have become a small minority among an already small population.
A gifted aetherborn has the ability to drain the life essence of other beings. Similar to the way heat is transferred from a warm object to a cold one, a gifted aetherborn need only touch another living being with a clawed hand to draw life essence out, fueling their own continued existence while draining strength and vitality from their victim.
For many aetherborn, living as they do for indulgence and instant gratification, the concepts of "want" and "need" are virtually synonymous. But Aetherborn with this gift understand what it is to truly need, for they develop a hunger for life essence that far exceeds any desires they might have felt before their transformation. A gifted aetherborn who abstains from this feeding deteriorates even more rapidly than other aetherborn, while enduring unspeakable agony caused by the deprivation of life energy.
At the DM's option, an aetherborn character can research methods of achieving this dark "gift." The process is similar to inventing and manufacturing a rare magic item (see "Inventing and Manufacturing Devices" earlier in this document). But rather than aether, the process requires a variety of rare unguents and unusual ingredients that make up the cost of researching and undergoing the transformation.
An aetherborn with this gift gains the Drain Life ability: a natural attack that deals 1d6 necrotic damage and restores the same number of hit points to the aetherborn. However, if the aetherborn goes for 7 days without dealing this damage, their hit point maximum is reduced by 1d6 per week. This reduction can't be removed until the aetherborn has used their Drain Life ability and completed a long rest.
</text>
</trait>
</race>
<race>
<name>Dwarf (Kaladesh)</name>
<size>M</size>
<speed>25</speed>
<ability>Con 2, Wis 1</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Kaladesh p. 19</text>
</trait>
<trait>
<name>Age</name>
<text>Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
</text>
</trait>
<trait>
<name>Size</name>
<text>Dwarves stand around 5 feet tall and average about 150 pounds. Your size is Medium.
</text>
</trait>
<trait>
<name>Speed</name>
<text>Your speed is not reduced by wearing heavy armor.
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>Accustomed to life underground in your race's ancient past, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Dwarven Resilience</name>
<text>You have advantage on saving throws against poison, and you have resistance against poison damage.
</text>
</trait>
<trait>
<name>Dwarven Toughness</name>
<text>Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
</text>
</trait>
<trait>
<name>Artisan's Expertise</name>
<text>You gain proficiency with two kinds of artisan's tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. In addition, whenever you make an Intelligence (History) check related to the origin of any architectural construction (including buildings, public works such as canals and aqueducts, and the massive cogwork that underlies much of the construction of Ghirapur), you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
</text>
</trait>
</race>
<race>
<name>Elf (Kaladesh) (Bishatar and Tirahar)</name>
<size>M</size>
<speed>35</speed>
<ability>Dex 2, Wis 1</ability>
<proficiency>Perception</proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Kaladesh p. 21</text>
</trait>
<trait>
<name>Fleet of Foot</name>
<text>Your ground speed increases to 35 feet.
</text>
</trait>
<trait>
<name>Mask of the Wild</name>
<text>You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
</text>
</trait>
<trait>
<name>Age</name>
<text>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.
</text>
</trait>
<trait>
<name>Size</name>
<text>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Keen Senses</name>
<text>You have proficiency in the Perception skill.
</text>
</trait>
<trait>
<name>Elf Weapon Training</name>
<text>You have proficiency with the longsword, shortsword, shortbow, and longbow.
</text>
</trait>
<trait>
<name>Fey Ancestry</name>
<text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.
</text>
</trait>
<trait>
<name>Trance</name>
<text>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
</text>
</trait>
</race>
<race>
<name>Elf (Kaladesh) (Vadahar)</name>
<size>M</size>
<speed>30</speed>
<ability>Dex 2, Wis 1</ability>
<proficiency>Perception</proficiency>
<spellAbility>Wisdom</spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Kaladesh p. 21</text>
</trait>
<trait>
<name>Cantrip</name>
<text>You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.
</text>
</trait>
<trait>
<name>Extra Language</name>
<text>You can speak, read, and write one extra language of your choosing.
</text>
</trait>
<trait>
<name>Age</name>
<text>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.
</text>
</trait>
<trait>
<name>Size</name>
<text>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Keen Senses</name>
<text>You have proficiency in the Perception skill.
</text>
</trait>
<trait>
<name>Elf Weapon Training</name>
<text>You have proficiency with the longsword, shortsword, shortbow, and longbow.
</text>
</trait>
<trait>
<name>Fey Ancestry</name>
<text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.
</text>
</trait>
<trait>
<name>Trance</name>
<text>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
</text>
</trait>
</race>
<race>
<name>Vedalken (Kaladesh)</name>
<size>M</size>
<speed>30</speed>
<ability>Int 2, Wis 1</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Kaladesh p. 23</text>
</trait>
<trait>
<name>Age</name>
<text>Vedalken (Kaladesh) mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Vedalken (Kaladesh) are most often lawful and rarely evil.
</text>
</trait>
<trait>
<name>Size</name>
<text>Vedalken (Kaladesh) are taller than humans but more slender. They average 6 to 6½ feet tall, but usually weigh less than 200 pounds. Your size is Medium.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Vedalken (Kaladesh). The Vedalken (Kaladesh) language is renowned for its technical treatises and its catalogs of knowledge about the natural world and the aether that pervades it.
</text>
</trait>
<trait>
<name>Vedalken Cunning</name>
<text>You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
</text>
</trait>
<trait>
<name>Aether Lore</name>
<text>Whenever you make an Intelligence (History) check related to magic items or aether-powered technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
</text>
</trait>
</race>
</compendium>

View File

@@ -0,0 +1,322 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<race>
<name>Goblin (Ixalan)</name>
<size>S</size>
<speed>25</speed>
<ability>Dex 2</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Ixalan p. 16</text>
</trait>
<trait>
<name>Age</name>
<text>Goblins mature faster than humans, reaching adulthood around age 12. They age noticeably faster, and though few goblins live to old age, the most cautious rarely live longer than 50 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most goblins are wildly chaotic, with no particular inclination toward good or evil but a strong tendency toward mischief.
</text>
</trait>
<trait>
<name>Size</name>
<text>Goblins average about 3 feet tall and weigh about 40 pounds. Your size is Small.
</text>
</trait>
<trait>
<name>Agile Climber</name>
<text>You have a climbing speed of 25 feet. You can't use your climbing speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your climbing speed if you are encumbered.)
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common (if it exists in your campaign) and Goblin.
</text>
</trait>
</race>
<race>
<name>Human (Ixalan)</name>
<size>M</size>
<speed>30</speed>
<ability>Str 1, Dex 1, Con 1, Int 1, Wis 1, Cha 1</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Ixalan p. 11</text>
</trait>
<trait>
<name>Age</name>
<text>Humans reach adulthood in their late teens and live less than a century.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Humans tend toward no particular alignment. The best and the worst are found among them.
</text>
</trait>
<trait>
<name>Size</name>
<text>Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and one extra language of your choice. Or, if your campaign uses the optional rules for languages found in the previous section, your national origin determines your native language: Itzocan for the Sun Empire, Coalition pidgin for the Brazen Coalition, or Vampire for the Legion of Dusk. You still speak one additional language of your choice, and Common if it exists in your campaign.
</text>
</trait>
</race>
<race>
<name>Merfolk (Ixalan) (Blue)</name>
<size>M</size>
<speed>30</speed>
<ability>Cha 1, Int 2</ability>
<proficiency>History, Nature</proficiency>
<spellAbility>Intelligence</spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Ixalan p. 12</text>
</trait>
<trait>
<name>Cantrip</name>
<text>You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
</text>
</trait>
<trait>
<name>Lore of the Waters</name>
<text>You gain proficiency in the History and Nature skills.
</text>
</trait>
<trait>
<name>Age</name>
<text>Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most merfolk are neutral, living in close harmony with nature.
</text>
</trait>
<trait>
<name>Size</name>
<text>Merfolk are significantly taller than most humans, standing between seven and eight feet tall and averaging about 300 pounds. Your size is Medium.
</text>
</trait>
<trait>
<name>Amphibious</name>
<text>You can breathe air and water.
</text>
</trait>
<trait>
<name>Swimming</name>
<text>You have a swimming speed of 30 feet.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common (if it exists in your campaign), Merfolk, and one additional language of your choice.
</text>
</trait>
</race>
<race>
<name>Merfolk (Ixalan) (Green)</name>
<size>M</size>
<speed>30</speed>
<ability>Cha 1, Wis 2</ability>
<proficiency></proficiency>
<spellAbility>Wisdom</spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Ixalan p. 12</text>
</trait>
<trait>
<name>Cantrip</name>
<text>You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.
</text>
</trait>
<trait>
<name>Mask of the Wild</name>
<text>You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
</text>
</trait>
<trait>
<name>Age</name>
<text>Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most merfolk are neutral, living in close harmony with nature.
</text>
</trait>
<trait>
<name>Size</name>
<text>Merfolk are significantly taller than most humans, standing between seven and eight feet tall and averaging about 300 pounds. Your size is Medium.
</text>
</trait>
<trait>
<name>Amphibious</name>
<text>You can breathe air and water.
</text>
</trait>
<trait>
<name>Swimming</name>
<text>You have a swimming speed of 30 feet.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common (if it exists in your campaign), Merfolk, and one additional language of your choice.
</text>
</trait>
</race>
<race>
<name>Orc (Ixalan)</name>
<size>M</size>
<speed>30</speed>
<ability>Str 2, Con 1</ability>
<proficiency>Intimidation</proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Ixalan p. 15</text>
</trait>
<trait>
<name>Age</name>
<text>Orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most orcs lean toward chaotic alignments, and many serve on pirate ships that encourage an inclination toward evil.
</text>
</trait>
<trait>
<name>Size</name>
<text>Orcs average over 6 feet in height, and they have strong, stocky builds. Your size is Medium.
</text>
</trait>
<trait>
<name>Menacing</name>
<text>You gain proficiency in the Intimidation skill.
</text>
</trait>
<trait>
<name>Relentless Endurance</name>
<text>When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
</text>
</trait>
<trait>
<name>Savage Attacks</name>
<text>When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common (if it exists in your campaign) and Orc.
</text>
</trait>
</race>
<race>
<name>Siren</name>
<size>M</size>
<speed>25</speed>
<ability>Cha 2</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Ixalan p. 17</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most sirens lean toward chaotic alignment, cherishing the freedom and independence that comes from joining a pirate crew.
</text>
</trait>
<trait>
<name>Size</name>
<text>Sirens stand about 5 to 6 feet tall, but their bodies are slender and their bones partially hollow to facilitate their flight. Your size is Medium.
</text>
</trait>
<trait>
<name>Siren's Song</name>
<text>You know the friends cantrip and can cast it without material components.
</text>
</trait>
<trait>
<name>Flight</name>
<text>You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your flying speed if you are encumbered.)
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common (if it exists in your campaign) and Siren.
</text>
</trait>
</race>
<race>
<name>Vampire (Ixalan)</name>
<size>M</size>
<speed>30</speed>
<ability>Cha 2, Wis 1</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Ixalan p. 14</text>
</trait>
<trait>
<name>Age</name>
<text>Vampires don't mature and age in the same way that other races do.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Vampires might not have an innate tendency toward evil, but many of them end up there. Evil or not, their strict hierarchies incline them toward a lawful alignment.
</text>
</trait>
<trait>
<name>Size</name>
<text>Vampires are the same size and build as humans. Your size is Medium.
</text>
</trait>
<trait>
<name>Bloodthirst</name>
<text>You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces it's hit point maximum to 0.
</text>
</trait>
<trait>
<name>Feast of Blood</name>
<text>When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.
</text>
</trait>
<trait>
<name>Vampiric Resistance</name>
<text>You have resistance to necrotic damage.
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common (if it exists in your campaign) and Vampire.
</text>
</trait>
</race>
</compendium>

View File

@@ -0,0 +1,607 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<race>
<name>Elf (Zendikar) (Joraga Nation)</name>
<size>M</size>
<speed>35</speed>
<ability>Wis 2, Dex 1</ability>
<proficiency>Perception</proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Zendikar p. 19</text>
</trait>
<trait>
<name>Mask of the Wild</name>
<text>You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
</text>
</trait>
<trait>
<name>Elf Weapon Training</name>
<text>You have proficiency with the longsword, shortsword, shortbow, and longbow.
</text>
</trait>
<trait>
<name>Fleet of Foot</name>
<text>Your ground speed increases to 35 feet.
</text>
</trait>
<trait>
<name>Age</name>
<text>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.
</text>
</trait>
<trait>
<name>Size</name>
<text>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Keen Senses</name>
<text>You have proficiency in the Perception skill.
</text>
</trait>
<trait>
<name>Fey Ancestry</name>
<text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
</text>
</trait>
</race>
<race>
<name>Elf (Zendikar) (Mul Daya Nation)</name>
<size>M</size>
<speed>30</speed>
<ability>Wis 2, Str 1</ability>
<proficiency>Perception</proficiency>
<spellAbility>Wisdom</spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Zendikar p. 19</text>
</trait>
<trait>
<name>Mul Daya Magic</name>
<text>You know the chill touch cantrip. When you reach 3rd level, you can cast the hex spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
</text>
</trait>
<trait>
<name>Sunlight Sensitivity</name>
<text>You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
</text>
</trait>
<trait>
<name>Elf Weapon Training</name>
<text>You have proficiency with the longsword, shortsword, shortbow, and longbow.
</text>
</trait>
<trait>
<name>Age</name>
<text>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.
</text>
</trait>
<trait>
<name>Size</name>
<text>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
</text>
</trait>
<trait>
<name>Superior Darkvision</name>
<text>Your Darkvision has a radius of 120 feet.
</text>
</trait>
<trait>
<name>Keen Senses</name>
<text>You have proficiency in the Perception skill.
</text>
</trait>
<trait>
<name>Fey Ancestry</name>
<text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
</text>
</trait>
</race>
<race>
<name>Elf (Zendikar) (Tajuru Nation)</name>
<size>M</size>
<speed>30</speed>
<ability>Wis 2, Cha 1</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Zendikar p. 18</text>
</trait>
<trait>
<name>Skill Versatility</name>
<text>You have proficiency with any combination of two other skills or tools of your choice.
</text>
</trait>
<trait>
<name>Age</name>
<text>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.
</text>
</trait>
<trait>
<name>Size</name>
<text>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Keen Senses</name>
<text>You have proficiency in the Perception skill.
</text>
</trait>
<trait>
<name>Fey Ancestry</name>
<text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
</text>
</trait>
</race>
<race>
<name>Goblin (Zendikar) (Grotag Tribe)</name>
<size>S</size>
<speed>25</speed>
<ability>Con 2</ability>
<proficiency>Animal Handling</proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Zendikar p. 17</text>
</trait>
<trait>
<name>Grotag Tamer</name>
<text>You have proficiency in the Animal Handling skill.
</text>
</trait>
<trait>
<name>Age</name>
<text>Goblins mature faster than humans, reaching adulthood at around age 12. They also age noticeably faster than humans, and even the most cautious goblins rarely live longer than 50 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most goblins are wildly chaotic, though they have no particular inclination toward good or evil.
</text>
</trait>
<trait>
<name>Size</name>
<text>Goblins average about 3 feet tall and weigh about 40 pounds. Your size is Small.
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Grit</name>
<text>You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Goblin.
</text>
</trait>
</race>
<race>
<name>Goblin (Zendikar) (Lavastep Tribe)</name>
<size>S</size>
<speed>25</speed>
<ability>Con 2</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Zendikar p. 17</text>
</trait>
<trait>
<name>Lavastep Grit</name>
<text>You have advantage on Dexterity (Stealth) checks made to hide in rocky or subterranean environments.
</text>
</trait>
<trait>
<name>Age</name>
<text>Goblins mature faster than humans, reaching adulthood at around age 12. They also age noticeably faster than humans, and even the most cautious goblins rarely live longer than 50 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most goblins are wildly chaotic, though they have no particular inclination toward good or evil.
</text>
</trait>
<trait>
<name>Size</name>
<text>Goblins average about 3 feet tall and weigh about 40 pounds. Your size is Small.
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Grit</name>
<text>You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Goblin.
</text>
</trait>
</race>
<race>
<name>Goblin (Zendikar) (Tuktuk Tribe)</name>
<size>S</size>
<speed>25</speed>
<ability>Con 2</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Zendikar p. 17</text>
</trait>
<trait>
<name>Tuktuk Cunning</name>
<text>You have proficiency with thieves' tools.
</text>
</trait>
<trait>
<name>Age</name>
<text>Goblins mature faster than humans, reaching adulthood at around age 12. They also age noticeably faster than humans, and even the most cautious goblins rarely live longer than 50 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most goblins are wildly chaotic, though they have no particular inclination toward good or evil.
</text>
</trait>
<trait>
<name>Size</name>
<text>Goblins average about 3 feet tall and weigh about 40 pounds. Your size is Small.
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Grit</name>
<text>You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Goblin.
</text>
</trait>
</race>
<race>
<name>Human (Zendikar)</name>
<size>M</size>
<speed>30</speed>
<ability></ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Zendikar p. 9</text>
</trait>
<trait>
<name>Age</name>
<text>Humans reach adulthood in their late teens and live less than a century.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Humans tend toward no particular alignment. The best and the worst are found among them.
</text>
</trait>
<trait>
<name>Size</name>
<text>Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: vampire curses, Elvish musical expressions, merfolk scholarly jargon, and so on.
</text>
</trait>
</race>
<race>
<name>Kor</name>
<size>M</size>
<speed>30</speed>
<ability>Dex 2, Wis 1</ability>
<proficiency>Athletics, Acrobatics</proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Zendikar p. 10</text>
</trait>
<trait>
<name>Age</name>
<text>Kor mature at the same rate as humans and live about as long.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most kor are lawful good, with a strong dedication to community and the traditions of their ancestors.
</text>
</trait>
<trait>
<name>Size</name>
<text>Kor average nearly 6 feet tall, but are much lighter and more slender than humans. Your size is Medium.
</text>
</trait>
<trait>
<name>Brave</name>
<text>You have advantage on saving throws against being frightened.
</text>
</trait>
<trait>
<name>Climbing</name>
<text>You also have a climbing speed of 30 feet as long as you are not encumbered or wearing heavy armor.
</text>
</trait>
<trait>
<name>Kor Climbing</name>
<text>You have proficiency in the Athletics and Acrobatics skills.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common, and communicate in the silent speech of the Kor.
</text>
</trait>
<trait>
<name>Lucky</name>
<text>When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
</text>
</trait>
</race>
<race>
<name>Merfolk (Zendikar) (Cosi Creed)</name>
<size>M</size>
<speed>30</speed>
<ability>Cha 1, Int 1, Cha 2</ability>
<proficiency>Sleight Of Hand, Stealth</proficiency>
<spellAbility>Charisma</spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Zendikar p. 13</text>
</trait>
<trait>
<name>Cantrip</name>
<text>You know one cantrip of your choice from the bard spell list. Charisma is your spellcasting ability for it.
</text>
</trait>
<trait>
<name>Creed of the Trickster</name>
<text>You have proficiency in the Sleight of Hand and Stealth skills.
</text>
</trait>
<trait>
<name>Age</name>
<text>Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most merfolk are neutral, though merfolk of the Emeria and Cosi creeds have chaotic leanings.
</text>
</trait>
<trait>
<name>Amphibious</name>
<text>You can breathe air and water.
</text>
</trait>
<trait>
<name>Size</name>
<text>Merfolk are about the same size and build as humans. Your size is Medium.
</text>
</trait>
<trait>
<name>Swimming</name>
<text>You have a swimming speed of 30 feet.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common, Merfolk, and one extra language of your choice.
</text>
</trait>
</race>
<race>
<name>Merfolk (Zendikar) (Emeria Creed)</name>
<size>M</size>
<speed>30</speed>
<ability>Cha 1, Wis 2</ability>
<proficiency>Deception, Persuasion</proficiency>
<spellAbility>Wisdom</spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Zendikar p. 13</text>
</trait>
<trait>
<name>Cantrip</name>
<text>You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.
</text>
</trait>
<trait>
<name>Wind Creed Manipulation</name>
<text>You have proficiency in the Deception and Persuasion skills.
</text>
</trait>
<trait>
<name>Age</name>
<text>Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most merfolk are neutral, though merfolk of the Emeria and Cosi creeds have chaotic leanings.
</text>
</trait>
<trait>
<name>Amphibious</name>
<text>You can breathe air and water.
</text>
</trait>
<trait>
<name>Size</name>
<text>Merfolk are about the same size and build as humans. Your size is Medium.
</text>
</trait>
<trait>
<name>Swimming</name>
<text>You have a swimming speed of 30 feet.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common, Merfolk, and one extra language of your choice.
</text>
</trait>
</race>
<race>
<name>Merfolk (Zendikar) (Ula Creed)</name>
<size>M</size>
<speed>30</speed>
<ability>Cha 1, Int 2</ability>
<proficiency>Survival</proficiency>
<spellAbility>Intelligence</spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Zendikar p. 13</text>
</trait>
<trait>
<name>Cantrip</name>
<text>You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
</text>
</trait>
<trait>
<name>Water Creed Navigation</name>
<text>You have proficiency with navigator's tools and in the Survival skill.
</text>
</trait>
<trait>
<name>Age</name>
<text>Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most merfolk are neutral, though merfolk of the Emeria and Cosi creeds have chaotic leanings.
</text>
</trait>
<trait>
<name>Amphibious</name>
<text>You can breathe air and water.
</text>
</trait>
<trait>
<name>Size</name>
<text>Merfolk are about the same size and build as humans. Your size is Medium.
</text>
</trait>
<trait>
<name>Swimming</name>
<text>You have a swimming speed of 30 feet.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common, Merfolk, and one extra language of your choice.
</text>
</trait>
</race>
<race>
<name>Vampire (Zendikar)</name>
<size>M</size>
<speed>30</speed>
<ability>Int 1, Cha 2</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Plane Shift: Zendikar p. 14</text>
</trait>
<trait>
<name>Age</name>
<text>Vampires don't mature and age in the same way that other races do. Every living vampire is either a bloodchief, infected by Ulamog's influence in the distant reaches of history, or was spawned by a bloodchief from a living human. Most vampires are thus very old, but few have any memory of their earliest years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Vampires have no innate tendency toward evil, but consuming the life energy of other creatures often pushes them to that end. Regardless of their moral bent, the strict hierarchies of their bloodchiefs inclines them toward a lawful alignment.
</text>
</trait>
<trait>
<name>Size</name>
<text>Vampires are about the same size and build as humans. Your size is Medium.
</text>
</trait>
<trait>
<name>Blood Thirst</name>
<text>You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid killed in this way becomes a zombie.
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Vampire.
</text>
</trait>
<trait>
<name>Vampiric Resistance</name>
<text>You have resistance to necrotic damage.
</text>
</trait>
</race>
</compendium>

View File

@@ -0,0 +1,195 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<spell>
<name>Aid</name>
<classes>Cleric (Solidarity (PSA))</classes>
</spell>
<spell>
<name>Arcane Eye</name>
<classes>Cleric (Knowledge (PSA))</classes>
</spell>
<spell>
<name>Augury</name>
<classes>Cleric (Knowledge (PSA))</classes>
</spell>
<spell>
<name>Aura of Life</name>
<classes>Cleric (Solidarity (PSA))</classes>
</spell>
<spell>
<name>Bane</name>
<classes>Cleric (Ambition (PSA))</classes>
</spell>
<spell>
<name>Beacon of Hope</name>
<classes>Cleric (Solidarity (PSA))</classes>
</spell>
<spell>
<name>Bestow Curse</name>
<classes>Cleric (Ambition (PSA))</classes>
</spell>
<spell>
<name>Bless</name>
<classes>Cleric (Solidarity (PSA))</classes>
</spell>
<spell>
<name>Circle of Power</name>
<classes>Cleric (Solidarity (PSA))</classes>
</spell>
<spell>
<name>Command</name>
<classes>Cleric (Knowledge (PSA))</classes>
</spell>
<spell>
<name>Confusion</name>
<classes>Cleric (Knowledge (PSA))</classes>
</spell>
<spell>
<name>Crusader's Mantle</name>
<classes>Cleric (Solidarity (PSA))</classes>
</spell>
<spell>
<name>Death Ward</name>
<classes>Cleric (Ambition (PSA))</classes>
</spell>
<spell>
<name>Destructive Wave</name>
<classes>Cleric (Strength (PSA)), Cleric (Zeal (PSA))</classes>
</spell>
<spell>
<name>Dimension Door</name>
<classes>Cleric (Ambition (PSA))</classes>
</spell>
<spell>
<name>Disguise Self</name>
<classes>Cleric (Ambition (PSA))</classes>
</spell>
<spell>
<name>Divine Favor</name>
<classes>Cleric (Strength (PSA))</classes>
</spell>
<spell>
<name>Dominate Beast</name>
<classes>Cleric (Strength (PSA))</classes>
</spell>
<spell>
<name>Dominate Person</name>
<classes>Cleric (Ambition (PSA))</classes>
</spell>
<spell>
<name>Enhance Ability</name>
<classes>Cleric (Strength (PSA))</classes>
</spell>
<spell>
<name>Fire Shield</name>
<classes>Cleric (Zeal (PSA))</classes>
</spell>
<spell>
<name>Fireball</name>
<classes>Cleric (Zeal (PSA))</classes>
</spell>
<spell>
<name>Flame Strike</name>
<classes>Cleric (Zeal (PSA))</classes>
</spell>
<spell>
<name>Freedom of Movement</name>
<classes>Cleric (Zeal (PSA))</classes>
</spell>
<spell>
<name>Guardian of Faith</name>
<classes>Cleric (Solidarity (PSA))</classes>
</spell>
<spell>
<name>Guiding Bolt</name>
<classes>Cleric (Solidarity (PSA))</classes>
</spell>
<spell>
<name>Haste</name>
<classes>Cleric (Strength (PSA)), Cleric (Zeal (PSA))</classes>
</spell>
<spell>
<name>Identify</name>
<classes>Cleric (Knowledge (PSA))</classes>
</spell>
<spell>
<name>Insect Plague</name>
<classes>Cleric (Strength (PSA))</classes>
</spell>
<spell>
<name>Legend Lore</name>
<classes>Cleric (Knowledge (PSA))</classes>
</spell>
<spell>
<name>Magic Weapon</name>
<classes>Cleric (Zeal (PSA))</classes>
</spell>
<spell>
<name>Mass Cure Wounds</name>
<classes>Cleric (Solidarity (PSA))</classes>
</spell>
<spell>
<name>Mirror Image</name>
<classes>Cleric (Ambition (PSA))</classes>
</spell>
<spell>
<name>Modify Memory</name>
<classes>Cleric (Ambition (PSA))</classes>
</spell>
<spell>
<name>Nondetection</name>
<classes>Cleric (Knowledge (PSA))</classes>
</spell>
<spell>
<name>Protection from Energy</name>
<classes>Cleric (Strength (PSA))</classes>
</spell>
<spell>
<name>Protection from Poison</name>
<classes>Cleric (Strength (PSA))</classes>
</spell>
<spell>
<name>Ray of Enfeeblement</name>
<classes>Cleric (Ambition (PSA))</classes>
</spell>
<spell>
<name>Scrying</name>
<classes>Cleric (Knowledge (PSA))</classes>
</spell>
<spell>
<name>Searing Smite</name>
<classes>Cleric (Zeal (PSA))</classes>
</spell>
<spell>
<name>Shatter</name>
<classes>Cleric (Zeal (PSA))</classes>
</spell>
<spell>
<name>Shield of Faith</name>
<classes>Cleric (Strength (PSA))</classes>
</spell>
<spell>
<name>Speak with Dead</name>
<classes>Cleric (Knowledge (PSA))</classes>
</spell>
<spell>
<name>Stoneskin</name>
<classes>Cleric (Strength (PSA))</classes>
</spell>
<spell>
<name>Suggestion</name>
<classes>Cleric (Knowledge (PSA))</classes>
</spell>
<spell>
<name>Thunderous Smite</name>
<classes>Cleric (Zeal (PSA))</classes>
</spell>
<spell>
<name>Vampiric Touch</name>
<classes>Cleric (Ambition (PSA))</classes>
</spell>
<spell>
<name>Warding Bond</name>
<classes>Cleric (Solidarity (PSA))</classes>
</spell>
</compendium>