From e69347c2de9ac3df25bf16e8e4036badcf552e80 Mon Sep 17 00:00:00 2001 From: Sash Man Date: Sun, 22 Sep 2019 12:48:15 +0100 Subject: [PATCH 1/3] Updating Core with Saltmarsh Monsters --- FightClub5eXML/Sources/Core.xml | 341 ++++++++++++++++++++++++++++++++ 1 file changed, 341 insertions(+) diff --git a/FightClub5eXML/Sources/Core.xml b/FightClub5eXML/Sources/Core.xml index e5ed8d7..253217b 100644 --- a/FightClub5eXML/Sources/Core.xml +++ b/FightClub5eXML/Sources/Core.xml @@ -105142,6 +105142,194 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The coastal, underwater + + Sahuagin Deep Diver + M + humanoid (sahuagin) + lawful evil + 15 (natural armor) + 91 (14d8+28) + 30 ft., swim 40 ft. + 14161512139 + Con +5, Wis +3 + Perception +5, Stealth +5 + + + + + darkvision 120 ft. + 16 + Sahuagin + 2 + + Source + Ghosts of Saltmarsh, p. 250 + + Blood Frenzy + The deep diver has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Brine Lurker + The deep diver hs advantage on Dexterity (Stealth) checks made while submerged in water. + + + Limited Amphibiousness + The deep diver can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. + + + Lure + The deep diver can cause its lure to light up or darken at will. While the lure is lit, the deep diver sheds bright light in a 30-foot radius centered on itself and dim light for an additional 20 feet. + + + Shark Telepathy + The deep diver can magically command any shark within 120 feet of it, using a limited telepathy. + + + Multiattack + The deep diver makes two attacks with its glaive, or one attack with its bite and two with its claws. + + + Glaive + Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit 13 (2d10+2) slashing damage. + Glaive|4|2d10+2 + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage. + Bite|4|1d10+2 + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage. + Claws|4|1d8+2 + + + Light of Sekolah + The deep diver pulses magical light from its lure. Any creature within 30 feet of the deep diver that can see the light must succeed on a DC 11 Wisdom saving throw or be charmed until the end of its next turn. A creature charmed in this way is incapacitated as it stares at the light. + + + + coastal, underwater + + + Sahuagin Hatchling Swarm + T + beast (sahuagin) + chaotic evil + 14 + 52 (8d10+8) + 0 ft., swim 40 ft. + 918123103 + + + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + darkvision 120 ft. + 10 + + 3 + + Source + Ghosts of Saltmarsh, p. 250 + + Blood Frenzy + The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Seething + Once is enters combat, the swarm deals 10 slashing damage to itself at the end of its turn if it did not make an attack on that turn. This damage ignores resistance, and it cannot reduce the swarm to 0 hit points. + + + Swarm + The swarm can occupy another creatures space and vice versa, and it can move through any opening large enough for a Tiny creature. The swarm can’t regain hit points or gain temporary hit points. + + + Water Breathing + The swarm can only breathe underwater. + + + Bites + Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space. Hit 14 (4d6) piercing or 7 (2d6) piercing if the swarm has half of its hit points or fewer. + Bites|6|4d6 + Bites|6|2d6 + + + + coastal, underwater + + + Sahuagin High Priestess + M + humanoid (sahuagin) + lawful evil + 14 (natural armor) + 71 (11d8+22) + 30 ft., swim 40 ft. + 141214121610 + Wis +6 + Insight +6, Perception +6 + + + + + darkvision 120 ft. + 16 + Sahuagin + 5 + + Source + Ghosts of Saltmarsh, p. 251 + + Blood Frenzy + The high priestess has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Limited Amphibiousness + The high priestess can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. + + + Shark Telepathy + The high priestess can magically command any shark within 120 feet of it, using a limited telepathy. + + + Spellcasting + The high priestess is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the following cleric spells prepared: + + Cantrips (at will): guidance, mending, resistance, thaumaturgy + + 1st level (4 slots): bless, detect magic, guiding bolt + + 2nd level (3 slots): hold person, spiritual weapon (trident) + + 3rd level (3 slots): bestow curse, fear, mass healing word, tongues + + 4th level (1 slots): banishment + + + Multiattack + The high priestess makes two attacks with her toothsome staff or one with her bite and one with her claws. + + + Toothsome Staff + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) piercing damage. + Toothsome Staff|5|2d8+2 + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage. + Bite|5|1d4+2 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage. + Claws|5|1d4+2 + + guidance, mending, resistance, thaumaturgy, bless, detect magic, guiding bolt, hold person, spiritual weapon, mass healing word, tongues, banishment + 4, 3, 3, 1 + coastal, underwater + Sahuagin Priestess M @@ -105206,6 +105394,72 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 4, 3, 3 coastal, underwater + + Sahuagin Wave Shaper + M + humanoid (sahuagin) + lawful evil + 14 (natural armor) + 60 (11d8+11) + 30 ft., swim 40 ft. + 101212161412 + Int +6 + Arcana +6, Intimidation +4, Perception +5 + + + + + darkvision 120 ft. + 15 + Sahuagin + 5 + + Source + Ghosts of Saltmarsh, p. 251 + + Blood Frenzy + The wave shaper has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Limited Amphibiousness + The wave shaper can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. + + + Shark Telepathy + The wave shaper can magically command any shark within 120 feet of it, using a limited telepathy. + + + Innate Spellcasting + The wave shaper’s spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring only verbal components: + + At will: message + + 1/day: comprehend languages + + + Multiattack + The wave shaper makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8+1) piercing damage plus 13 (3d8) cold damage + Bite|4|2d8+1+3d8 + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8+1) slashing damage plus 13 (3d8) cold damage + Claws|4|2d8+1+3d8 + + + Whirlpool (1/day) + The wave shaper targets a body of water at least 50 feet square and 25 feet deep, causing a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, 25 feet tall, and lasts for 1 minute or until the wave shaper is incapacitated. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by succeeding on a DC 14 Strength (Athletics) check. + When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a DC 14 Strength saving throw. On a failed save, the creature takes 9 (2d8) bludgeoning damage and is caught in the vortex until it ends. On a success, the creature takes half damage and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but it has disadvan· tage on the Strength (Athletics) check to do so. + The first time each turn that an object enters the vortex, the object takes 9 (2d8) bludgeoning damage. This damage occurs each round it remains in the vortex. + + message, comprehend languages + 1 + coastal, underwater + Salamander L @@ -105742,6 +105996,49 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The + + Sea Lion + L + beast + unaligned + 16 (natural armor) + 15 (2d10+4) + 15 ft., swim 30 ft. + 17101451012 + Dex +2, Con +4 + Athletics +5, Perception +2 + + + + + + 12 + + 1/2 + + Source + Ghosts of Saltmarsh, p. 252 + + Hold Breath + The sea lion can hold its breath for 15 minutes. + + + Multiattack + The sea lion makes three attacks: one bite attack and two claw attacks. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. + Bite|5|1d8+3 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) slashin damage, and the target is pushed up to 5 feet away from the sea lion. + Claws|5|1d4+3 + + + + Sea Spawn M @@ -106381,6 +106678,50 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The urban + + Shell Shark + M + monstrosity + unaligned + 18 (shell plate armor) + 32 (5d8+10) + 0 ft., swim 40 ft. + 1512143107 + Str +6 + Athletics +6 + acid + + + + + 10 + + 2 + + Source + Ghosts of Saltmarsh, p. 252 + + Blood Frenzy + The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points. + + Magic Resistance + The shark has advantage on saving throws against spells or other magical effects. + + Water Breathing + The shark can only breathe underwater. + + + Multiattack + The shark makes two bite attacks. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 13 (2d10+2) piercing damage. + Bite|4|2d10+2 + + + + Shoalar Quanderil M From 21dfbbd85dc3a262020c89f6b7299bd33edc084d Mon Sep 17 00:00:00 2001 From: Sash Man Date: Sun, 22 Sep 2019 13:40:57 +0100 Subject: [PATCH 2/3] Finishing Ghosts of Saltmarsh --- FightClub5eXML/Sources/Core.xml | 252 ++++++++++++++++++++++++++++++++ 1 file changed, 252 insertions(+) diff --git a/FightClub5eXML/Sources/Core.xml b/FightClub5eXML/Sources/Core.xml index 253217b..cae1463 100644 --- a/FightClub5eXML/Sources/Core.xml +++ b/FightClub5eXML/Sources/Core.xml @@ -107296,6 +107296,139 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The charm person, fog cloud, greater invisibility, polymorph + + Skeletal Alchemist + M + undead + lawful evil + 11 + 32 (5d8+10) + 30 ft. + 9131514109 + + Arcana +4 + + bludgeoning + posion + exhaustion, poisoned + darkvision 60 ft. + 10 + understands all languages it spoke in life but can't speak + 1/2 + + Source + Ghosts of Saltmarsh, p. 253 + + + Magic Resistance + The skeletal alchemist has advantage on saving throws against spells and other magical effects. + + + Multiattack + The skeletal alchemist makes two Lob Acid attacks. + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. + Claws|3|1d6+1 + + + Lob Acid + Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit 5 (1d8+1) acid damage. + Lob Acid|3|1d8+1 + + + + urban + + + Skeletal Juggernaut + L + undead + lawful evil + 13 (armor scraps) + 142 (19d10+38) + 30 ft. + 161415685 + + + + bludgeoning + posion + exhaustion, poisoned + darkvision 60 ft. + 9 + + 5 + + Source + Ghosts of Saltmarsh, p. 253 + + + Disassemble + If the juggernaut is reduced to 0 hit points, twelve skeletons rises from its remains. + + + Falling Apart + If the juggernaut does not have all of its hit points at the start of its turn it loses 10 hit points. + + + Multiattack + The skeletal juggernaut makes two claw attacks. + + + Claws + Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 12 (2d8+3) slashing damage. + Claws|4|2d8+3 + + + Avalanche of Bones (Recharges 5-6) + The juggernaut collapses into a large heap before quickly reforming. Each creature within 10 feet of the juggernaut must make a DC 14 Dexterity saving throw, taking 18 (4d8) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also knocked prone. + + + + urban + + + Skeletal Swarm + M + undead + lawful evil + 13 (armor scraps) + 60 (8d10+16) + 30 ft. + 121415685 + + + slashing, piercing + bludgeoning + posion + charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned + darkvision 60 ft. + 9 + + 2 + + Source + Ghosts of Saltmarsh, p. 254 + + + Defeaning Clatter + Creatures are defeaned while in the swarm’s space. + + + Swarms + The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Small humanoid. The swarm can’t regain hit points or gain temporary hit points. + + + Slash + Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm’s space. Hit: 11 (2d8+2) slashing damage, or 6 (1d8+2) slashing damage if the swarm has half of its hit points or fewer. + Slash|4|2d8+2 + + + + urban + Skeleton M @@ -107473,6 +107606,61 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp, magic missile, expeditious retreat, thunderwave, mirror image, scorching ray, fear, haste, dimension door, ice storm, cloudkill, cone of cold, eyebite, finger of death 4,3,3,3,2,1,1 + + Skum + M + aberation + lawful evil + 14 (natural armor) + 93 (11d8+44) + 20 ft., swim 40 ft. + 1911187129 + + Perception +4 + psychic + + + + darkvision 120 ft. + 14 + Common, Deep Speech, Telepathy 60 ft. + 5 + + Source + Ghosts of Saltmarsh, p. 254 + + Abolethic Vassal + THe skum is permanently charmed by its aboleth master. + + + Amphibious + The skum can breathe air and water. + + + Psychic Conditioning + The skum is immune to the frightened and charmed conditions unless they are effects created by the aboleth. + + + Water Dependency + The skum takes 6 (1d12) acid damage every 10 minutes it goes without exposure to water. + + + Multiattack + The skum makes three attacks: two with its trident and one with its Mind-Breaking Touch + + + Trident + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 7 (1d6+4) piercing damage. + Trident|7|1d6+4 + + + Mind-Breaking Touch + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 18 (4d8) psychic damage and the target has disadvantage on Wisdom saving throws until the end of the skum’s next turn. + Mind-Breaking Touch|7|4d8 + + + + Skyweaver M @@ -114173,6 +114361,70 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The guidance, thaumaturgy, charm person, create or destroy water, hold person, silence, dispel magic, tongues 4, 3, 2 + + Vampiric Jade Statue + L + construct + unaligned + 14 (natural armor) + 114 (12d10+48) + 30 ft. + 1614186105 + + + + force + lightning, poison + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + 10 + understands the language of its creator but can’t speak + 8 + + Source + Ghosts of Saltmarsh, p. 256 + + Immutable Form + The statue is immune to any spell or effect that would alter its form. + + + Legendary Resistance (3/Day) + If the statue fails a saving throw, it can choose to succeed instead. + + + Multiattack + The statue makes three attacks, one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 10 (2d6+3) piercing damage. If the target is a creature, that creature becomes cursed by the statue. The curse lasts for 10 minutes. While the creature is cursed the statue has advantage on all attack against it. + Bite|6|2d6+3 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 10 (2d6+3) slashing damage. + Claws|6|2d6+3 + + + The statue can take 3 legendary actions, choosing from the options nelpw. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The statue regains spent legendary actions at the start of its turn. + + + Bite + The statue makes one bite attack. + + + Blood Reaper + All creatures currently cursed by the statue and within 20 feet of it take 5 necrotic damage. + + + Move + The statue moves up to its speed without provoking opportunity attacks. + + + + + + Vampiric Mist M From 3eca5e573fd9a23871c2246a150989783ce49e16 Mon Sep 17 00:00:00 2001 From: Sash Man Date: Sun, 22 Sep 2019 13:50:19 +0100 Subject: [PATCH 3/3] Updating with changes --- FightClub5eXML/CHANGELOG.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/FightClub5eXML/CHANGELOG.md b/FightClub5eXML/CHANGELOG.md index 363d5f0..04c4c42 100644 --- a/FightClub5eXML/CHANGELOG.md +++ b/FightClub5eXML/CHANGELOG.md @@ -68,6 +68,6 @@ Updated cast-off armor, this was incorrectly showing the AC as +1 more than usua amended some spell slots for spellcasters to have proper number -2019-09-14 +2019-09-22 -Couple of fixes to the XML. \ No newline at end of file +Completed Ghosts of Saltmarsh \ No newline at end of file