diff --git a/FightClub5eXML/CHANGELOG.md b/FightClub5eXML/CHANGELOG.md
index 8edcbde..ad28a55 100644
--- a/FightClub5eXML/CHANGELOG.md
+++ b/FightClub5eXML/CHANGELOG.md
@@ -1,21 +1,61 @@
-# CHANGE LOG
+## CHANGE LOG
-
-## 2019-08-06
-
-Massive update to correct over 8000 spelling and grammar mistakes!!
-
-
-## 2019-08-05
+2019-08-05
Uploaded to Dropbox for the first time.
-XML includes
+XML includes
-* All previously collated by FightClub5eXML
+* All previously collated by FightClub5eXML
* Waterdeep dragon heist monsters, items.
* Waterdeep Dungeon of the Mad Mage monsters.
* Ghosts of Saltmarsh items and some monsters.
+2019-08-06
+Working through the whole XML and NUKING spelling mistakes and errors!
+
+2019-08-07
+
+Had a request to add in the Matthew Mercer Gunslinger archetype. This is now accessible at level 3 fighter.
+
+2019-08-08
+
+Updated Gunslinger Details and added firearm weapons.
+
+2019-08-12
+
+Updated more Ghosts of Saltmarsh monsters:
+
+Harpy Matriarch
+Juvenile Kraken
+Koalinth
+Koalinth Sergeant
+Kysh
+
+2019-08-28
+
+Updated more Ghosts of Saltmarsh monsters:
+
+Living Iron Statue
+Lizardfolk Commoner
+Lizardfolk Render
+Lizardfolk Scaleshield
+Lizardfolk Subchief
+Locathah
+Locathah Hunter
+Maw of Sekolah
+
+2019–08-31
+
+Lots more Typos crushed following an XML validation
+
+2019-09-05
+
+Added Nimblewright from Waterdeep Dragon Heist
+Added more ghosts of saltmarsh merfolk salvager, minotaur living statue, monstrous peryton, various pirates.
+
+2019-09-08
+
+Updated more from Ghosts of Saltmarsh, additional pirates, sahuagin.
diff --git a/FightClub5eXML/Sources/CorePlusUnearthedArcana.xml b/FightClub5eXML/Sources/CorePlusUnearthedArcana.xml
index f645e1e..af7520b 100644
--- a/FightClub5eXML/Sources/CorePlusUnearthedArcana.xml
+++ b/FightClub5eXML/Sources/CorePlusUnearthedArcana.xml
@@ -1359,7 +1359,7 @@
Holy Water (flask)G1
- As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.\n\tA cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.
+ As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.25Source: Player's Handbook p. 151
@@ -3964,7 +3964,7 @@
• The armor doesn’t impose disadvantage on saving throws made to resist the effects of extreme heat (see chapter 5 of the Dungeon Master’s Guide). Curse:
- This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw, taking 100 (10d10 + 45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor’s curse.
+ This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw, taking 100 (10d10+45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor’s curse.Proficiency: heavy, plateSource: Tomb of Annihilation, p. 208
@@ -7605,7 +7605,7 @@
2The Korolnor Scepter is one of ten Ruling Scepters of Shanatar, forged by the dwarven gods and given to the ruling houses of the ancient dwarven empire. The Korolnor Scepter's location was unknown for the longest time until a storm giant queen, Neri, found it in a barnacle- covered shipwreck at the bottom of the Trackless Sea. The Ruling Scepters are all roughly the same size and shape, but their materials and properties vary. The Korolnor Scepter is a tapered mithral rod as thick and long as a dwarf's forearm, with a small platinum knob at the bottom and a rounded disk adorned with a ring of seven tiny blue gems at the top. You gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic club.
- You can use the properties of the Wyrmskull Throne, as well as the properties of the scepter itself. The scepter has 10 charges, and it regains 1d6 + 4 expended charges at dawn. Its properties are as follows:
+ You can use the properties of the Wyrmskull Throne, as well as the properties of the scepter itself. The scepter has 10 charges, and it regains 1d6+4 expended charges at dawn. Its properties are as follows: • If you are underground or underwater, you can use an action to expend 1 charge to determine the distance to the surface.
@@ -13138,7 +13138,7 @@
legendaryWhen you drink this potion, you become Huge for 24 hours if you are Medium or smaller, otherwise the potion does nothing. For that duration, your Strength becomes 25, if it isn't already higher, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5 feet.
- Everything you are carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing damage (instead of 1dlO) when used with two hands.
+ Everything you are carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing damage (instead of 1d1O) when used with two hands. When the effect ends, any hit points you have above your hit point maximum become temporary hit points. This potion is a pale white liquid made from the tongue of a giant clam, with a pungent aroma akin to that of rotting algae. It tastes sweet, however, when consumed.
@@ -13408,6 +13408,22 @@
You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.Source: Dungeon Master's Guide p. 188
+
+
+ Bad News
+ R
+ 25
+ A ranged weapon similar to a sniper rifle.
+ Two-Handed, Reload 1, Misfire 3
+ Proficiency: firearms
+ Ammunition: 10g (5)
+
+ Source: Matthew Mercer - Gunslinger 1.3 p. 3
+ 2d12
+
+ P
+ M,A,LD,2H
+ 200/800Blowgun
@@ -13522,6 +13538,22 @@
M,A,LD25/100
+
+ Blunderbuss
+ R
+ 10
+ A ranged weapon that is powerful at short range.
+ Reload 1, Misfire 2
+ Proficiency: firearms
+ Ammunition: 5g (20)
+
+ Source: Matthew Mercer - Gunslinger 1.3 p. 3
+ 2d8
+
+ P
+ M,A,LD
+ 15/60
+ DartR
@@ -13752,6 +13784,22 @@
M,A,L,LD30/120
+
+ Hand Mortar
+ R
+ 10
+ A thrown weapon that explodes on impact, can be volatile. Deals Fire damage on hit.
+ Reload 1, Misfire 2, Explosive
+ Proficiency: firearms
+ Ammunition: 10g (1)
+
+ Source: Matthew Mercer - Gunslinger 1.3 p. 3
+ 2d8
+
+ B
+ M,T
+ 30/60
+ Heavy CrossbowR
@@ -14123,6 +14171,22 @@
M,A,H,2H150/600
+
+ Musket
+ R
+ 10
+ A two handed ranged weapon that fires at long range.
+ Two-Handed, Reload 1, Misfire 2
+ Proficiency: firearms
+ Ammunition: 5g (20)
+
+ Source: Matthew Mercer - Gunslinger 1.3 p. 3
+ 1d12
+
+ P
+ M,A,LD,2H
+ 120/480
+ NetR
@@ -14257,6 +14321,54 @@
M,A,H,2H150/6003d6
+
+
+ Palm Pistol
+ R
+ 1
+ A ranged weapon that fits in the palm of your hand.
+ Light, Reload 1, Misfire 1
+ Proficiency: firearms
+ Ammunition: 2g (20)
+ 50
+ Source: Matthew Mercer - Gunslinger 1.3 p. 3
+ 1d8
+
+ P
+ M,A,L,LD
+ 40/160
+
+
+ Pistol
+ R
+ 3
+ A ranged weapon that fires bullets.
+ Reload 4, Misfire 1
+ Proficiency: firearms
+ Ammunition: 4g (20)
+ 150
+ Source: Matthew Mercer - Gunslinger 1.3 p. 3
+ 1d10
+
+ P
+ M,A,LD
+ 60/240
+
+
+ Pepperbox
+ R
+ 5
+ A special, complex one handed ranged weapon that fires quickly.
+ Reload 6, Misfire 2
+ Proficiency: firearms
+ Ammunition: 4g (20)
+ 250
+ Source: Matthew Mercer - Gunslinger 1.3 p. 3
+ 1d10
+
+ P
+ M,A,LD
+ 80/320Seeker Dart
@@ -15740,7 +15852,7 @@
1common4
- This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call, a turkey’s gobble, a seagull’s cry, an owl’s hoot, or an eagle’s shriek. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.
+ This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call, a turkey’s gobble, a seagull’s cry, an owl’s hoot, or an eagle’s shriek. The staff regains1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.Source: Xanathar's Guide to Everything, p. 1391d6+4
@@ -15795,7 +15907,7 @@
1common4
- This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.
+ This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.Source: Xanathar's Guide to Everything, p. 139
@@ -17268,7 +17380,7 @@
Flames: A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. Fool: You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level. Gem: Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.
- Idiot: Permanently reduce your Intelligence by ld4+1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
+ Idiot: Permanently reduce your Intelligence by 1d4+1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws. Key: A rare or rarer magic weapon with which you are proficient appears in your hands. The DM chooses the weapon. Knight: You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character. Moon: You are granted the ability to cast the wish spell 1d3 times.
@@ -17560,7 +17672,7 @@
• You are immune to disease and poison. • Using the eye's X-ray vision never causes you to suffer exhaustion. • You experience premonitions of danger and, unless you are incapacitated, can't be surprised.
- • If you start your turn with at least 1 hit point, you regain 1dl0 hit points.
+ • If you start your turn with at least 1 hit point, you regain 1d100 hit points. • If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. You can do so by using an action to make a melee attack against a creature you can reach, using your choice your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points. • You can use an action to cast wish. This property can't be used again until 30 days have passed.
@@ -17922,7 +18034,7 @@
• You are immune to disease and poison. • Using the eye's X-ray vision never causes you to suffer exhaustion. • You experience premonitions of danger and, unless you are incapacitated, can't be surprised.
- • If you start your turn with at least 1 hit point, you regain 1dl0 hit points.
+ • If you start your turn with at least 1 hit point, you regain 1d100 hit points. • If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. You can do so by using an action to make a melee attack against a creature you can reach, using your choice your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points. • You can use an action to cast wish. This property can't be used again until 30 days have passed.
@@ -18060,7 +18172,7 @@
1common
- This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
+ This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains1d6+4 expended charges daily at dawn.Source: Xanathar's Guide to Everything, p. 1371d6+4
@@ -18215,13 +18327,13 @@
This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the skold (shield) rune. The ingot has the following properties, which work only while it's on your person.
- Runic Shield: You have a + 1 bonus to AC.
+ Runic Shield: You have a +1 bonus to AC. Shield Bond: As a bonus action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to l, but you take half the damage prevented in this way. The damage you take can't be reduced in any way. Once you use this property, you can't use it again until you finish a short or long rest. Shield Ward: You can transfer the ingot's magic to a nonmagical item — a shield or a two-handed melee weapon — by tracing the skold rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the ingot is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
- Shield: The shield is now a rare magic item that requires attunement. Its magic gives you a + 1 bonus to AC, and the first time after each of your long rests that damage reduces you to O hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these benefits.
+ Shield: The shield is now a rare magic item that requires attunement. Its magic gives you a +1 bonus to AC, and the first time after each of your long rests that damage reduces you to O hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these benefits. Weapon: The weapon is now an uncommon magic weapon. It grants you a +l bonus to AC while you're holding it.
@@ -19059,7 +19171,7 @@
After you write a message of fifty words or fewer on this magic sheet of parchment and speak a creature's name, the parchment magically folds into a Tiny paper bird and flies to the recipient whose name you uttered. The recipient must be on the same plane of existence as you, otherwise the bird turns into ash as it takes flight. The bird is an object that has 1 hit point, an Armor Class of 13, a flying speed of 60 feet, a Dexterity of 16 (+3), and a score of 1 (-5) in all other abilities, and it is immune to poison and psychic damage. It travels to within 5 feet of its intended recipient by the most direct route, whereupon it turns into a nonmagical and inanimate sheet of parchment that can be unfolded only by the intended recipient. If the bird's hit points or speed is reduced to 0 or if it is otherwise immobilized, it turns into ash.
- Paper birds usually come in small, flat boxes containing ld6 + 3 sheets of the parchment.
+ Paper birds usually come in small, flat boxes containing 1d6+3 sheets of the parchment.Source: Waterdeep - Dragon Heist p. 191
@@ -19397,7 +19509,7 @@
1uncommon (requires attunement)
- A robe of serpents is a stylish silk garment that is popular among wealthy nobles and retired assassins. The robe is emblazoned with 1d4 + 3 stylized serpents, all brightly colored.
+ A robe of serpents is a stylish silk garment that is popular among wealthy nobles and retired assassins. The robe is emblazoned with 1d4+3 stylized serpents, all brightly colored. As a bonus action on your turn, you can transform one of the robe's serpents into a giant poisonous snake. The snake instantly falls from the robe, slithers into an unoccupied space next to you, and acts on your initiative count. The snake can tell friendly creatures from hostile ones and attacks the latter. The snake disappears in a harmless puff of smoke after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). Once detached, a snake can't return to the robe. When all of the robe's snakes have detached, the robe becomes a nonmagical garment.Source: Storm King's Thunder, p. 238
@@ -19484,7 +19596,7 @@
rare (requires attunement)The fire giant duke Zalto hired a wizard to craft several of these adamantine rods. Each measures 4 feet long, weighs 100 pounds, and is sized to fit comfortably in a fire giant's hand. The rod has two prongs at one end and a molded handle grip on the opposite end.
- The rod has 10 charges and regains 1d6 + 4 of its expended charges daily at dawn. As an action, you can grasp it by the handle and expend 1 charge to cast the locate object spell from it. When the rod is used to detect objects made of adamantine, such as fragments of the Vonindod construct, its range increases to 10 miles.
+ The rod has 10 charges and regains1d6+4 of its expended charges daily at dawn. As an action, you can grasp it by the handle and expend 1 charge to cast the locate object spell from it. When the rod is used to detect objects made of adamantine, such as fragments of the Vonindod construct, its range increases to 10 miles.Source: Storm King's Thunder, p. 2381d6+4
@@ -27440,7 +27552,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The
Breath WeaponYou can use your action to exhale a 5 foot by 30 foot line of acid.
- When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
+ When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.Source: Player's Handbook, p. 34
@@ -27474,7 +27586,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The
Breath WeaponYou can use your action to exhale a 5 foot by 30 foot line of lightning.
- When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
+ When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.Source: Player's Handbook, p. 34
@@ -27508,7 +27620,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The
Breath WeaponYou can use your action to exhale a 5 foot by 30 foot line of fire.
- When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
+ When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.Source: Player's Handbook, p. 34
@@ -27542,7 +27654,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The
Breath WeaponYou can use your action to exhale a 5 foot by 30 foot line of lightning.
- When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
+ When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.Source: Player's Handbook, p. 34
@@ -27576,7 +27688,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The
Breath WeaponYou can use your action to exhale a 5 foot by 30 foot line of acid.
- When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
+ When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.Source: Player's Handbook, p. 34
@@ -27610,7 +27722,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The
Breath WeaponYou can use your action to exhale a 15 foot cone of fire.
- When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
+ When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.Source: Player's Handbook, p. 34
@@ -27644,7 +27756,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The
Breath WeaponYou can use your action to exhale a 15 foot cone of poison.
- When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
+ When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.Source: Player's Handbook, p. 34
@@ -27678,7 +27790,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The
Breath WeaponYou can use your action to exhale a 15 foot cone of fire.
- When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
+ When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.Source: Player's Handbook, p. 34
@@ -27712,7 +27824,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The
Breath WeaponYou can use your action to exhale a 15 foot cone of cold.
- When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
+ When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.Source: Player's Handbook, p. 34
@@ -27746,7 +27858,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The
Breath WeaponYou can use your action to exhale a 15 foot cone of cold.
- When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
+ When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.Source: Player's Handbook, p. 34
@@ -27780,7 +27892,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The
Breath WeaponYou can use your action to exhale a 5 foot by 30 foot line of necrotic energy.
- When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
+ When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.Source: Player's Handbook p. 34
@@ -27828,7 +27940,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The
Breath WeaponYou can use your action to exhale a 5 foot by 30 foot line of necrotic energy.
- When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
+ When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.Source: Player's Handbook p. 34
@@ -27876,7 +27988,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The
Breath WeaponYou can use your action to exhale a 5 foot by 30 foot line of necrotic energy.
- When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
+ When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.Source: Player's Handbook p. 34
@@ -27924,7 +28036,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The
Breath WeaponYou can use your action to exhale a 5 foot by 30 foot line of necrotic energy.
- When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
+ When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.Source: Player's Handbook p. 34
@@ -27972,7 +28084,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The
Breath WeaponYou can use your action to exhale a 5 foot by 30 foot line of necrotic energy.
- When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
+ When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.Source: Player's Handbook p. 34
@@ -28020,7 +28132,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The
Breath WeaponYou can use your action to exhale a 15 foot cone of necrotic energy.
- When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
+ When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.Source: Player's Handbook p. 34
@@ -28068,7 +28180,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The
Breath WeaponYou can use your action to exhale a 15 foot cone of necrotic energy.
- When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
+ When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.Source: Player's Handbook p. 34
@@ -28116,7 +28228,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The
Breath WeaponYou can use your action to exhale a 15 foot cone of necrotic energy.
- When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
+ When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.Source: Player's Handbook p. 34
@@ -28164,7 +28276,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The
Breath WeaponYou can use your action to exhale a 15 foot cone of necrotic energy.
- When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
+ When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.Source: Player's Handbook p. 34
@@ -28212,7 +28324,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The
Breath WeaponYou can use your action to exhale a 15 foot cone of necrotic energy.
- When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
+ When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.Source: Player's Handbook p. 34
@@ -32645,7 +32757,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The
Unarmored Defense
- While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
+ While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier+your Constitution modifier. You can use a shield and still gain this benefit.Source: Player's Handbook, p. 48unarmored defense constitution
@@ -34475,7 +34587,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The
Preparing and Casting Spells: The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
- You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
+ You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier+your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
@@ -35705,7 +35817,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The
Preparing and Casting Spells: The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
- You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
+ You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier+your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
@@ -36764,6 +36876,65 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The
+
+
+ Martial Archetype: Gunslinger
+ Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or polearm tactics. Whether the duelist of infantry martial weapons were seemingly perfected long ago, and the true challenge is to master them.
+ However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.
+ This archetype focuses on the ability to design, craft and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.
+ Should this path of powder, fire and metal call to you, keep your wits about you, hold onto your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.
+
+ Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 1
+
+
+
+
+
+ Firearm Proficiency (Gunslinger)
+ Starting from when you choose this archetype at 3rd level, you gain proficiency in firearms, allowing you to add your proficiency bonus to attacks made with firearms.
+
+ Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2
+
+
+
+
+
+ Gunsmith (Gunslinger)
+ Upon choosing this archetype at 3rd level, you gain proficiency in Tinker’s Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely intricate and experimental features are only available through crafting.
+
+ Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2
+
+
+
+
+
+ Firearm Properties
+ Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of their property. These properties replace the optional ones presented in the DM guide. Firearms are ranged weapons.
+ RELOAD. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
+ MISFIRE. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + Misfire score). If your check fails, the weapon is broken and must be repaired out of combat at half the cost of the firearm.
+ SCATTER. An attack is made against each creature within a 30 ft. cone. These attacks are simultaneous. If an affected creature is adjacent to you, they suffer double damage on a hit. This attack cannot be affected by any of your shot features.
+ EXPLOSIVE. Upon a hit, everything within 5 ft. of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
+
+ Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2
+
+
+
+
+
+ Adept Marksman (Gunslinger)
+ When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
+ Trick Shots: You learn two trick shots of your choice. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
+ You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a trick shot, you can also replace one trick shot you know with a different one.
+
+ Grit: You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You gain all expended grit points after a short or long rest.
+
+ Saving Throws: Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effect. The saving throw DC is calculated as follows:
+ Trick Shot save DC = 8 + your proficiency bonus + Dexterity Modifier
+
+ Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2
+
+
+
Martial Archetype: Knight
@@ -37140,6 +37311,15 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The
+
+
+ Quickdraw (Gunslinger)
+ When you reach 7th level, you add your proficiency to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn
+
+ Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2
+
+
+
Noble Cavalry (Knight)
@@ -37185,12 +37365,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The
Careful Eyes (Sharpshooter)
- Starting at 7th level, you excel at picking out
-hidden enemies and other threats. You can take
-the Search action as a bonus action.
-
- You also gain proficiency in the Perception,
-Investigation, or Survival skill (choose one).
+ Starting at 7th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action.
+ You also gain proficiency in the Perception, Investigation, or Survival skill (choose one).Source: Unearthed Arcana: Fighter Martial Archetypes, p. 4
@@ -37459,6 +37635,15 @@ Investigation, or Survival skill (choose one).
+
+
+ Rapid Repair (Gunslinger)
+ Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.
+
+ Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2
+
+
+
Hold the Line (Knight)
@@ -37625,6 +37810,15 @@ Investigation, or Survival skill (choose one).
+
+
+ Lightning Reload (Gunslinger)
+ Starting at 15th level, you can reload any firearm as a bonus action.
+
+ Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2
+
+
+
Arcane Charge (Eldritch Knight)
@@ -37746,6 +37940,24 @@ Investigation, or Survival skill (choose one).
+
+
+ Vicious Intent (Gunslinger)
+ At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll with a firearm.
+
+ Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2
+
+
+
+
+
+ Hemorrrhaging Critical (Gunslinger)
+ Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
+
+ Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2
+
+
+
Improved War Magic (Eldritch Knight)
@@ -37849,7 +38061,7 @@ Investigation, or Survival skill (choose one).
Unarmored Defense
- Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
+ Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier+your Wisdom modifier.Source: Player's Handbook, p. 78unarmored defense wisdom
@@ -37928,7 +38140,7 @@ Investigation, or Survival skill (choose one).
Deflect Missiles
- Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
+ Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier+your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.Source: Player's Handbook, p. 78
@@ -38055,7 +38267,7 @@ Investigation, or Survival skill (choose one).
Touch of Death (Way of the Long Death)
- Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).
+ Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier+your monk level (minimum of 1 temporary hit point).Source: Sword Coast Adventurer's Guide, p. 130
@@ -38378,7 +38590,7 @@ Investigation, or Survival skill (choose one).
Tranquility (Way of the Open Hand)
- Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.
+ Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier+your proficiency bonus.Source: Player's Handbook, p. 80
@@ -38721,7 +38933,7 @@ Investigation, or Survival skill (choose one).
Immortal Durability (Order of the Immortal)Starting at 1st level, your hit point maximum increases by 1 per mystic level.
- In addition, while you aren’t wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Constitution modifier.
+ In addition, while you aren’t wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier+your Constitution modifier.Source: Unearthed Arcana: The Mystic Class, p. 7unarmored defense constitution
@@ -39189,7 +39401,7 @@ Investigation, or Survival skill (choose one).
Preparing and Casting Spells: The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
- You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
+ You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier+half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
@@ -43042,7 +43254,7 @@ Investigation, or Survival skill (choose one).
• Armor: light armor• Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords• Tools: thieves' tools
- • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
+ • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and StealthYou begin play with the following equipment, in addition to any equipment provided by your background.• (a) a rapier or (b) a shortsword
@@ -43063,7 +43275,7 @@ Investigation, or Survival skill (choose one).
• Dexterity 13You gain the following proficiencies:
- • light armor, thieves' tools; choose one skill from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
+ • light armor, thieves' tools; choose one skill from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and StealthSource: Player's Handbook, p. 163
@@ -43674,7 +43886,7 @@ Investigation, or Survival skill (choose one).
Death Strike (Assassin)
- Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
+ Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier+your proficiency bonus). On a failed save, double the damage of your attack against the creature.Source: Player's Handbook, p. 97
@@ -45418,7 +45630,7 @@ within 5 feet of the attacker. You can teleport only if you and the attacker are
Dark One's Blessing (The Fiend)
- Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
+ Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier+your warlock level (minimum of 1).Source: Player's Handbook, p. 109
@@ -46186,7 +46398,7 @@ within 5 feet of the attacker. You can teleport only if you and the attacker are
Preparing and Casting Spells: The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
- You prepare the list of wizard spells that are available for you to cast. To do so. choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
+ You prepare the list of wizard spells that are available for you to cast. To do so. choose a number of wizard spells from your spellbook equal to your Intelligence modifier+your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
@@ -59433,6 +59645,19 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Source: Unearthed Arcana: The Mystic Class, p. 11
+
+ Bullying Shot
+ 1
+ NO
+
+
+ None
+
+ Fighter (Gunslinger)
+ You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. When making a Charisma (Intimidation) check, you can expend one grit point to gain advantage on the roll.
+
+ Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2
+ Burning Hands1
@@ -61471,6 +61696,32 @@ true magic. Other savants are generous teachers, knowledge and good humor.
* Oath, Domain, or Circle of the Land spell (always prepared)
+
+ Dazing Shot
+ 1
+ NO
+
+
+ None
+
+ Fighter (Gunslinger)
+ When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constiution saving throw or suffer disadvantage on attacks until the end of your next turn.
+
+ Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2
+
+
+ Deadeye Shot
+ 1
+ NO
+
+
+ None
+
+ Fighter (Gunslinger)
+ When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.
+
+ Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2
+ Death Ward4
@@ -61786,6 +62037,19 @@ true magic. Other savants are generous teachers, knowledge and good humor.When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Source: Player's Handbook, p. 74
+
+
+ Disarming Shot
+ 1
+ NO
+
+
+ None
+
+ Fighter (Gunslinger)
+ When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object pushed 10 feet away from you.
+
+ Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2Disguise Self
@@ -63666,6 +63930,20 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Source: Player's Handbook, p. 243
+
+ Forceful Shot
+ 1
+ NO
+
+
+ None
+
+ Fighter (Gunslinger)
+ When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
+
+ Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2
+
+
Foresight9
@@ -67430,7 +67708,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Artificer, Wizard
You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
- At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.
+ At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier+your proficiency bonus. On a hit, it deals 4d8 piercing damage.Invisible:• An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
@@ -67970,6 +68248,19 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Source: Xanathar's Guide to Everything, p. 29
+
+ Piercing Shot
+ 1
+ NO
+
+
+ None
+
+ Fighter (Gunslinger)
+ When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
+
+ Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2
+ Planar Ally6
@@ -71634,6 +71925,20 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 285
1d4
+
+ Violent Shot
+ 1
+ NO
+
+
+ None
+
+ Fighter (Gunslinger)
+ When you make a fireman attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage per grit point spent when determining the damage.
+
+ Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 3
+
+
Virtue0
@@ -72300,6 +72605,19 @@ true magic. Other savants are generous teachers, knowledge and good humor.* Oath, Domain, or Circle of the Land spell (always prepared)
3d8
+
+ Winging Shot
+ 1
+ NO
+
+
+ None
+
+ Fighter (Gunslinger)
+ When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
+
+ Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2
+ Wish9
@@ -73531,7 +73849,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Quarterstaff
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6-l) bludgeoning damage, or 3 (1d8-l) bludgeoning damage if used with two hands.
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.Quarterstaff|3|1d6-1Two Handed|3|1d8-1
@@ -73686,8 +74004,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Abyssal Wretch
Mfiend (demon)
- chaotic evil
-
+ chaotic evil11 ()18 (4d8)20 ft.
@@ -73699,8 +74016,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.poison
charmed, frightened, poisoneddarkvision 120 ft.
- 9
-
+ 9understands Abyssal but can’t speak1/4
@@ -73722,8 +74038,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.neutral evil
21 (natural armor)285 (30d8+150)
- 30 ft.
-
+ 30 ft.131620272120Con +12, Int +15, Wis +12Arcana +22, History +22, Insight +12, Perception +12, Religion +15
@@ -74580,8 +74895,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Adult Kruthik
Mmonstrosity
- unaligned
-
+ unaligned18 (natural armor)39 (6d8+12)40 ft., burrow 20 ft., climb 40 ft.
@@ -74632,14 +74946,13 @@ true magic. Other savants are generous teachers, knowledge and good humor.Adult Oblex
Mooze
- lawful evil
-
+ lawful evil14 ()75 (10d8+30)20 ft.81916191215Int +7, Cha +5
- Deception +5, Perception +4
+ Deception +5, Perception +4, Arcana +7, History +7, Nature +7, Religion +7
@@ -75145,8 +75458,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.any alignment
13 (hide armor)30 (4d8+12)
- 25 ft.
-
+ 25 ft.131317121411Perception +4, Stealth +3, Survival +4
@@ -75186,8 +75498,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.any alignment
13 (hide armor)30 (4d8+12)
- 25 ft.
-
+ 25 ft.131317121411Perception +4, Stealth +3, Survival +4
@@ -75221,8 +75532,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.lawful neutral
14 (natural armor)49 (9d8+9)
- 20 ft., swim 30 ft.
-
+ 20 ft., swim 30 ft.13812101410Perception +4, Survival +4
@@ -75341,8 +75651,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Alkilith
Mfiend (demon)
- chaotic evil
-
+ chaotic evil 17 (natural armor)157 (15d8+90)40 ft.
@@ -75393,8 +75702,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Allip
Mundead
- neutral evil
-
+ neutral evil 13 ()40 (9d8)0 ft., fly 40 ft. (hover)
@@ -75497,8 +75805,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.unaligned
133 (1d6)
- 50 ft.
-
+ 50 ft.2161021410
@@ -75568,8 +75875,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Amnizu
Mfiend (devil)
- lawful evil
-
+ lawful evil21 (natural armor)202 (27d8+81)30 ft., fly 40 ft.
@@ -76939,8 +77245,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.poison
poisoneddarkvision 60 ft.
- 8
-
+ 83
@@ -77426,8 +77731,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Armanite
Lfiend (demon)
- chaotic evil
-
+ chaotic evil16 (natural armor)84 (8d10+40)60 ft.
@@ -77486,8 +77790,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.neutral good
14 (studded leather)82 (15d8+15)
- 30 ft.
-
+ 30 ft.101513171618Dex +5, Cha +7Deception +7, History +9, Insight +6, Survival +9
@@ -77602,8 +77905,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.unaligned
13 (natural armor)85 (10d10+30)
- 5 ft., climb 5 ft.
-
+ 5 ft., climb 5 ft.1810161101
@@ -77659,8 +77961,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Astral Dreadnought
Gmonstrosity (titan)
- unaligned
-
+ unaligned20 (natural armor)297 (17d20+119)15 ft., fly 80 ft. (hover)
@@ -77746,8 +78047,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.neutral evil
7225 (18d12+108)
- 0 ft., fly 50 ft. (hover)
-
+ 0 ft., fly 50 ft. (hover)19522251924Con +11, Wis +9
@@ -77909,8 +78209,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Autumn Eladrin
Mfey (elf)
- chaotic neutral
-
+ chaotic neutral19 (natural armor)127 (17d8+51)30 ft.
@@ -77958,7 +78257,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Longsword
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands, plus 18 (4d8) psychic damage.
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d1[0-100]+[0-100]) slashing damage if used with two hands, plus 18 (4d8) psychic damage.Longsword|5|1d8+1
@@ -78451,7 +78750,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Bite
- Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 — 1) piercing damage.
+ Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage.Bite|1|1d4-1
@@ -78497,8 +78796,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Bael
Lfiend (devil)
- lawful evil
-
+ lawful evil18 (plate)189 (18d10+90)30 ft.
@@ -78595,8 +78893,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Balhannoth
Laberration
- chaotic evil
-
+ chaotic evil17 (natural armor)114 (12d10+48)25 ft., climb 25 ft.
@@ -79166,7 +79463,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Song of Rest
- The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra ld6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well.
+ The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well.Taunt (2/day)
@@ -79930,8 +80227,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Berbalang
Maberration
- neutral evil
-
+ neutral evil14 (natural armor)38 (11d8-11)30 ft., fly 40 ft.
@@ -80165,8 +80461,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Black Abishai
Mfiend (devil)
- lawful evil
-
+ lawful evil15 (natural armor)58 (9d8+18)30 ft., fly 40 ft.
@@ -80684,8 +80979,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Blue Abishai
Mfiend (devil)
- lawful evil
-
+ lawful evil19 (natural armor)195 (26d8+78)30 ft., fly 50 ft.
@@ -81234,8 +81528,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Boneclaw
Lundead
- chaotic evil
-
+ chaotic evil16 (natural armor)127 (17d10+34)40 ft.
@@ -81477,8 +81770,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Bronze Scout
Mconstruct
- unaligned
-
+ unaligned13 ()18 (4d8)30 ft., burrow 30 ft.
@@ -81879,8 +82171,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Bulezau
Mfiend (demon)
- chaotic evil
-
+ chaotic evil14 (natural armor)52 (7d8+21)40 ft.
@@ -81892,8 +82183,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.poison
charmed, frightened, poisoneddarkvision 120 ft.
- 9
-
+ 9Abyssal, telepathy 60 ft.3
@@ -82156,8 +82446,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Cadaver Collector
Lconstruct
- lawful evil
-
+ lawful evil17 (natural armor)189 (18d10+90)30 ft.
@@ -82308,8 +82597,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Canoloth
Mfiend (yugoloth)
- neutral evil
-
+ neutral evil16 (natural armor)120 (16d8+48)50 ft.
@@ -83365,8 +83653,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.neutral
155 (2d4)
- 20 ft., climb 20 ft., swim 20 ft.
-
+ 20 ft., climb 20 ft., swim 20 ft.12010141616Acrobatics +7, Perception +7, Stealth +7
@@ -83901,8 +84188,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Corpse Flower
Lplant
- chaotic evil
-
+ chaotic evil12 ()127 (15d10+45)20 ft., climb 20 ft.
@@ -84638,7 +84924,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
10Common
- 3
+ 3SourcePrinces of the Apocalypse p. 205
@@ -85222,8 +85508,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Deathlock
Mundead
- neutral evil
-
+ neutral evil12 (15 with mage armor)36 (8d8)30 ft.
@@ -85285,8 +85570,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Deathlock Mastermind
Mundead
- neutral evil
-
+ neutral evil13 (16 with mage armor)110 (20d8+20)30 ft.
@@ -85417,8 +85701,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Decapus
Lmonstrosity
- unaligned
-
+ unaligned14 (natural armor)75 (10d10+20)15 ft., climb 30 ft.
@@ -86097,8 +86380,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Dhergoloth
Mfiend (yugoloth)
- neutral evil
-
+ neutral evil15 (natural armor)119 (14d8+56)30 ft.
@@ -86188,8 +86470,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Dire Troll
Hgiant
- chaotic evil
-
+ chaotic evil15 (natural armor)172 (15d12+75)40 ft.
@@ -86698,8 +86979,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.lawful good
17 (breastplate, shield)120 (16d8+48)
- 30 ft.
-
+ 30 ft.151317141618Wis +6, Cha +7Athletics +5, Medicine +6
@@ -87426,8 +87706,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Drow Arachnomancer
Mhumanoid (elf)
- chaotic evil
-
+ chaotic evil15 (studded leather)162 (25d8+50)30 ft., climb 30 ft.
@@ -87600,8 +87879,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Drow Favored Consort
Mhumanoid (elf)
- neutral evil
-
+ neutral evil15 (18 with mage armor)225 (30d8+90)30 ft.
@@ -87692,8 +87970,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Drow House Captain
Mhumanoid (elf)
- neutral evil
-
+ neutral evil16 (chain mail)162 (25d8+50)30 ft.
@@ -87776,8 +88053,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Drow Inquisitor
Mhumanoid (elf)
- neutral evil
-
+ neutral evil16 (breastplate)143 (22d8+44)30 ft.
@@ -87923,8 +88199,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Drow Matron Mother
Mhumanoid (elf)
- neutral evil
-
+ neutral evil17 (half plate)262 (35d8+105)30 ft.
@@ -88105,8 +88380,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Drow Shadowblade
Mhumanoid (elf)
- neutral evil
-
+ neutral evil17 (studded leather)150 (20d8+60)30 ft.
@@ -88248,7 +88522,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Unarmed Strike
- Melee Weapon Attack: +S to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerotBluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. The disease is carried by undead (including the drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures.
The disease’s boils manifests in 1d4 hours, causing the victim’s Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.
At the end of each long rest, an infected creature makes a DC12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim’s ability scores do not cure the disease. On a failed saving throw the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.
@@ -88666,8 +88940,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Duergar Despot
Mhumanoid (dwarf)
- lawful evil
-
+ lawful evil21 (natural armor)119 (14d8+56)25 ft.
@@ -88737,8 +89010,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Duergar Hammerer
Mconstruct
- lawful evil
-
+ lawful evil17 (natural armor)33 (6d8+6)20 ft.
@@ -88750,8 +89022,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.poison
charmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.
- 7
-
+ 7understands Dwarvish but can’t speak2
@@ -88926,8 +89197,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Duergar Mind Master
Mhumanoid (dwarf)
- lawful evil
-
+ lawful evil14 (leather armor)39 (6d8+12)25 ft.
@@ -88986,8 +89256,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Duergar Screamer
Mconstruct
- lawful evil
-
+ lawful evil15 (natural armor)38 (7d8+7)20 ft.
@@ -88999,8 +89268,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.poison
charmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.
- 7
-
+ 7understands Dwarvish but can’t speak3
@@ -89263,8 +89531,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Duergar Warlord
Mhumanoid (dwarf)
- lawful evil
-
+ lawful evil20 (plate mail, shield)75 (10d8+30)25 ft.
@@ -89540,8 +89807,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Dybbuk
Mfiend (demon)
- chaotic evil
-
+ chaotic evil14 ()37 (5d8+15)0 ft., fly 40 ft. (hover)
@@ -89734,8 +90000,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.neutral evil
1326 (4d10+4)
- 30 ft., fly 40 ft.
-
+ 30 ft., fly 40 ft.111612121411Perception +4
@@ -89834,10 +90099,9 @@ true magic. Other savants are generous teachers, knowledge and good humor.Eidolon
Mundead
- any alignment
-
- 9 ()
- 63 (18d8-18)
+ any alignment
+ 9 (natural armor)
+ 63 (18d8+18)0 ft., fly 40 ft. (hover)789141916Wis +8
@@ -89994,8 +90258,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Elder Oblex
Hooze
- lawful evil
-
+ lawful evil16 ()115 (10d12+50)20 ft.
@@ -90070,8 +90333,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Elder Tempest
Gelemental
- neutral
-
+ neutral19 ()264 (16d20+96)0 ft., fly 120 ft. (hover)
@@ -90103,7 +90365,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Living Storm
- The tempest is always at the center of a storm 1d6 + 4 miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
+ The tempest is always at the center of a storm1d6+4 miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog.
@@ -93177,8 +93439,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Geonid
Selemental
- neutral
-
+ neutral17 (natural)26 (4d6+12)30 ft.
@@ -93220,8 +93481,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Geryon
Hfiend (devil)
- lawful evil
-
+ lawful evil19 (natural armor)300 (24d12+144)30 ft., fly 50 ft.
@@ -93993,7 +94253,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Claw
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1dl0 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The crayfish has two claws, each of which can grapple only one target.
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d100 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The crayfish has two claws, each of which can grapple only one target.Grappled:• A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
@@ -94001,7 +94261,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.• The condition ends if the grappler is incapacitated.
• The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
- Claw|4|1d10+2
+ Claw|4|1d100+2
@@ -94482,7 +94742,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Swallow
- Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature the toad is grappling. Hit: 10 (2d6 + 3) piercing damage, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage and 11 (2dl0) cold damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature the toad is grappling. Hit: 10 (2d6 + 3) piercing damage, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage and 11 (2d10) cold damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.Blinded:
@@ -94984,8 +95244,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.poison
exhaustion, poisoneddarkvision 60 ft.
- 8
-
+ 8understands Giant but can't speak7
@@ -95026,8 +95285,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.unaligned
17 (natural armor, 12 while prone)75 (10d10+20)
- 30 ft., swim 40 ft.
-
+ 30 ft., swim 40 ft.1910142125
@@ -95574,8 +95832,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Giff
Mhumanoid
- lawful neutral
-
+ lawful neutral16 (breastplate)60 (8d8+24)30 ft.
@@ -95694,8 +95951,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.poison
poisoneddarkvision 60 ft.
- 8
-
+ 83
@@ -95730,8 +95986,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Githyanki Gish
Mhumanoid (gith)
- lawful evil
-
+ lawful evil17 (half plate)123 (19d8+38)30 ft.
@@ -95793,8 +96048,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Githyanki Kith'rak
Mhumanoid (gith)
- lawful evil
-
+ lawful evil18 (plate)180 (24d8+72)30 ft.
@@ -95890,8 +96144,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Githyanki Supreme Commander
Mhumanoid (gith)
- lawful evil
-
+ lawful evil18 (plate)187 (22d8+88)30 ft.
@@ -95998,8 +96251,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Githzerai Anarch
Mhumanoid (gith)
- lawful neutral
-
+ lawful neutral20 ()144 (17d8+68)30 ft., fly 40 ft. (hover)
@@ -96078,8 +96330,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Githzerai Enlightened
Mhumanoid (gith)
- lawful neutral
-
+ lawful neutral18 ()112 (15d8+45)30 ft.
@@ -96347,8 +96598,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Gloom Weaver
Mhumanoid (elf)
- neutral
-
+ neutral14 (17 with mage armor)104 (16d8+32)30 ft.
@@ -97115,8 +97365,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Gray Render
Lmonstrosity
- chaotic neutral
-
+ chaotic neutral19 (natural armor)189 (18d10+90)30 ft.
@@ -97348,8 +97597,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.poison
charmed, exhaustion, frightened, paralyzed, poisoneddarkvision 60 ft.
- 8
-
+ 8understands the languages it knew in life but can't speak5
@@ -97383,8 +97631,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Green Abishai
Mfiend (devil)
- lawful evil
-
+ lawful evil18 (natural armor)187 (25d8+75)30 ft., fly 40 ft.
@@ -97430,7 +97677,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Longsword
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d1[0-100]+[0-100]) slashing damage if used with two hands.Longsword|6|1d8+1
@@ -98671,6 +98918,69 @@ true magic. Other savants are generous teachers, knowledge and good humor.
coastal, forest, hill, mountain
+
+ Harpy Matriarch
+ M
+ monstrosity
+ chaotic evil
+ 14 (natural armor)
+ 88 (16d8+16)
+ 20 ft., fly 40 ft.
+ 13161291016
+ Dex +6, Cha +6
+ Perception +3
+
+
+
+
+ darkvision 60ft.
+ 13
+ Common
+ 5
+
+ Source
+ Ghosts of Saltmarsh p. 237
+
+
+ Luring Maestro
+ While within 60 feet of matriach, creatures have disadvantage on saving throws against the matriach’s Luring Song
+
+
+ Magic Resistance
+ The matriarch has advantage on saving throws against spells and other magical effects.
+
+
+ Multiattack
+ The harpy makes two claw attacks.
+
+
+ Claws
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6+3) slashing damage.
+ Claws|6|3d6+3
+
+
+ Fleeting Form
+ The matriarch can magically disguise itself to resemble a humanoid of roughly similar size and shape for up to 1 hour. It can revert to its true form as a bonus action. This illusion does not hold up to close scrutiny.
+
+
+ Luring Song
+ The matriarch sings a magical melody. Every humanoid and giant within 300 ft. of the matriarch that can hear the song must succeed on a DC 14 Wisdom saving throw or be charmed until the song ends. The matriarch must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the matriarch is incapacitated.
+ While charmed by the matriarch, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the matriarch, the target must move on its turn toward the matriarch 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 matriarchy, a target can repeat the saving throw. A charmed creature can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
+ A target that successfully saves is immune to this matriarch's song for the next 24 hours.
+
+ Charmed:
+ • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
+
+ • The charmer has advantage on any ability check to interact socially with the creature.
+
+
+ Visage of Desire (1/Day)
+ The matriarch projects a vision into the minds of creatures within 30 ft. of it that aren’t constructs or undead, showing each creature achieving whatever it most desires. An affected creature must succeed on a DC 14 Wisdom saving throw or drop whatever it is holding and become paralyzed until the end of its next turn.
+
+
+
+ coastal, forest, hill, mountain
+ HawkT
@@ -98816,8 +99126,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Hellfire Engine
Hconstruct
- lawful evil
-
+ lawful evil18 (natural armor)216 (16d12+112)40 ft.
@@ -99616,8 +99925,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Howler
Lfiend
- chaotic evil
-
+ chaotic evil16 (natural armor)90 (12d10+24)40 ft.
@@ -99784,7 +100092,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Claw
- Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3dl0+4) bludgeoning damage, and the target is grappled (escape DC 15). The crab has two claws, each of which can grapple only one target.
+ Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10+4) bludgeoning damage, and the target is grappled (escape DC 15). The crab has two claws, each of which can grapple only one target.Claw|7|3d10+4
@@ -99889,8 +100197,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Hutijin
Lfiend (devil)
- lawful evil
-
+ lawful evil19 (natural armor)200 (16d10+112)30 ft., fly 60 ft.
@@ -100050,8 +100357,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Hydroloth
Mfiend (yugoloth)
- neutral evil
-
+ neutral evil15 ()135 (18d8+54)20 ft., swim 40 ft.
@@ -100899,8 +101205,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Iron Cobra
Mconstruct
- unaligned
-
+ unaligned13 ()45 (7d8+14)30 ft.
@@ -101054,7 +101359,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Poison Breath (Recharge 5-6)
- The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (l0d8) poison damage on a failed save, or half as much damage on a successful one.
+ The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.Poison Breath||10d8
@@ -101449,8 +101754,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.unaligned
14 (natural armor)16 (3d10)
- 30 ft., climb 20 ft.
-
+ 30 ft., climb 20 ft.151411283Athletics +4, Perception +1, Stealth +4
@@ -101694,6 +101998,79 @@ true magic. Other savants are generous teachers, knowledge and good humor.acid splash, detect magic, blight, contagion, gaseous form
+
+ Juvenile Kraken
+ H
+ monstrosity
+ chaotic evil
+ 16 (natural armor)
+ 207 (18d12+90)
+ 20ft., swim 50ft.
+ 241120191517
+ Str +12, Dex +5, Con +10, Int +9, Wis +7
+
+ bludgeoning, piercing, and slashing from nonmagical attacks
+
+ lightning
+ frightened, paralyzed
+ truesight 120ft.
+ 12
+ understands Abyssal, Celestial, Infernal and Primordial but can’t speak; telepathy 60ft.
+ 14
+
+ Source
+ Ghosts of Saltmarsh p. 238
+
+ Amphibious
+ The kraken can breathe air and water.
+
+
+ Freedom of Movement
+ The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can sped 5ft. of movement to escape from nonmagical restraints of being grappled.
+
+
+ Multiattack
+ The kraken makes two tentacle attacks, each of which it can replace with a use of Fling.
+
+
+ Bite
+ Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 20 (3d8+7) piercing damage. If the target is a Medium of smaller creature grappled by the kraken, that creature is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 21 (6d6) acid damage at the start of each of the kraken’s turns. One Medium or two smaller creatures can be swallowed at the same time.
+ If the kraken takes 35 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 23 Constitution saving throw at the end of the turn or regurgitate all swallowed creatures, which fall prone in spaces within 10ft. of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape the corpse using 10ft. of movement, exiting prine.
+ Bite|12|3d8+7
+
+
+ Tentacle
+ Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit 17 (3d6+7) bludgeoning damage, and the target is grappled (escape DC 20). Until the grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.
+ Tentacle|12|3d6+7
+
+
+ Fling
+ One Medium or smaller object held of creature grappled by the kraken is thrown up to 40 ft. in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 ft. it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
+
+
+ Lightning
+ The kraken magically creates a bolt of lightning, which can strike a target the kraken can see within 90 ft. of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
+
+
+ Legendary Actions (3/Turn)
+ The kraken can take 3 legendary actions, choosing from the operations below. Only one legendary action option can be used at a time and only a the end of another creature’s turn. The kraken regains spent legendary actions at the start of its turn.
+
+
+ Tentacle Attacks (Costs 2 Actions)
+ The kraken makes one tentacle attack
+
+
+ Fling
+ The kraken uses Fling
+
+
+ Ink Cloud (Costs 3 Actions
+ While underwater, the karekn expels an ink cloud in a 40-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 18 Constitution saving throw, taking 11 (2d10) poison damage on a failed save of half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken’s next turn.
+
+
+
+ underwater
+ Kalka-KyllaL
@@ -101761,8 +102138,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.unaligned
1367 (9d10+18)
- 30 ft.
-
+ 30 ft.16161431410Perception +4, Stealth +7
@@ -102191,6 +102567,98 @@ true magic. Other savants are generous teachers, knowledge and good humor.
urban
+
+ Koalinth
+ M
+ humanoid (goblinoid)
+ lawful evil
+ 14 (scale mail)
+ 16 (3d8+3)
+ 30 ft., swim 20 ft.
+ 131112111011
+ Dex +2
+ Athletics +3, Perception +2
+
+
+
+
+ darkvision 60 ft.
+ 12
+ Common, Goblin
+ 1/2
+
+ Source
+ Ghosts of Saltmarsh p. 238
+
+ Amphibious
+ The koalinth can breathe air and water.
+
+
+ Martial Advantage
+ Once per turn, the koalinth can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5ft. of an ally of the koalinth that isn’t incapacitated.
+
+
+ Trident
+ Melee or Range Weapon Attack: +3 to hit, reach 5 ft., or range 20/60 ft., one target. Hit 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.
+ Trident|3|1d6+1
+ Trident|5|1d8+1
+
+
+
+ underwater
+
+
+ Koalinth Sergeant
+ M
+ humanoid (goblinoid)
+ lawful evil
+ 14 (scale mail)
+ 33 (6d8+6)
+ 30 ft., swim 30 ft.
+ 141112111012
+ Dex +2, Wis +2
+ Athletics +4, Perception +2
+
+
+
+
+ darkvision 60 ft.
+ 12
+ Common, Goblin
+ 2
+
+ Source
+ Ghosts of Saltmarsh p. 239
+
+ Amphibious
+ The koalinth can breathe air and water.
+
+
+ Martial Advantage
+ Once per turn, the sergeant can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5ft. of an ally of the sergeant that isn’t incapacitated.
+
+
+ Multiattack
+ The sergeant makes two melee attacks with its trident
+
+
+ Trident
+ Melee or Range Weapon Attack: +4 to hit, reach 5 ft., or range 20/60 ft., one target. Hit 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.
+ Trident|4|1d6+2
+ Trident|6|1d8+2
+
+
+ Hooked Net
+ Ranged Weapon Attack: +4 to hit, range 10/30 ft., one target. Hit 4 (1d4+2) piercing damage, and the target is restrained. A creature can use its action to make a DC 12 Strength check to free iteself or another creature in a hooked net, ending the effect on a success. Dealing 5 damage (AC 12) frees the target without harming it and destroys the net.
+
+
+ Spear the Helpless (2/Day)
+ Whenever a creature within 30 ft. of the sergeant becomes restrained, the sergeant can move its speed toward the restrained creature. If the sergeant ends its move within reach of the restrained creature it can make a melee attack against it.
+
+
+
+ underwater
+ KoboldS
@@ -102643,8 +103111,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Kruthik Hive Lord
Lmonstrosity
- unaligned
-
+ unaligned20 (natural armor)102 (12d10+36)40 ft., burrow 20 ft., climb 40 ft.
@@ -102974,6 +103441,55 @@ true magic. Other savants are generous teachers, knowledge and good humor.3
underdark
+
+ Kysh
+ M
+ humanoid (triton)
+ lawful good
+ 13
+ 27 (5d8+5)
+ 30 ft., swim 30 ft.
+ 141612101314
+
+ Persuasion +4, Survival +3
+
+
+
+
+ darkvision 60ft.
+ 11
+ Common, Primordial
+ 1
+
+ Source
+ Ghosts of Saltmarsh p. 240
+
+ Amphibious
+ Kysh can breathe air and water
+
+
+ Emmisary of the Sea
+ Kysh can communicate simple ideas with ambphibious and water-breathing beasts. They understand the meaning of his words, but he cannot understand them in return.
+
+
+ Innate Spellcasting
+ Kysh’s spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He can cast the following spell, requiring only verbal components:
+ 1/Day: Fog Cloud
+
+
+ Multiattack
+ Kysh makes two melee attacks with his spear.
+
+
+ Spear
+ Melee of Range Weapon Attack: +4 to hit, reach 5ft., or range 20/60 ft., one target. Hit 5 (1d6+2) piercing samage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.
+ Spear|4|1d6+2
+ Spear|5|1d6+2
+
+
+
+ underwater
+ LamiaL
@@ -103272,8 +103788,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Leviathan
Gelemental
- neutral
-
+ neutral17 ()328 (16d20+160)40 ft., swim 120 ft.
@@ -103313,7 +103828,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Slam
- Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 15 (1d10 + 10) bludgeoning damage plus 5 (1d10) acid damage.
+ Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 15 (1d1[0-100]+[0-100]0) bludgeoning damage plus 5 (1d10) acid damage.Slam|16|1d10+10+1d10
@@ -103350,8 +103865,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.lawful evil
15 (studded leather, shield)84 (13d8+26)
- 30 ft.
-
+ 30 ft.161215141416Con +4, Wis +4Athletics +5, Deception +5, Insight +4, Intimidation +5
@@ -103385,7 +103899,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Heavy Crossbow
- Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
+ Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d1[0-100]+[0-100]) piercing damage.Heavy Crossbow|3|1d10+1
@@ -103601,6 +104115,54 @@ true magic. Other savants are generous teachers, knowledge and good humor.
desert, grassland, hill, mountain
+
+ Living Iron Statue
+ M
+ construct
+ unaligned
+ 16 (natural armor)
+ 102 (12d8+48)
+ 20 ft.
+ 1614186105
+
+
+
+ acid
+ lightning, poison
+ charmed, exhaustion, frightened, paralyzed, petrified, poisoned
+ darkvision 60 ft.
+ 10
+ understands the languages of its creator but can’t speak
+ 5
+
+ Source
+ Ghosts of Saltmarsh p. 241
+
+
+ Immutable Form
+ The status is immune to any spell or effect that would alter its form
+
+
+ Multiattack
+ The statue makes two attacks: one with its blade and one with its hammer
+
+
+ Blade
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage
+ Blade|6|2d6+3
+
+
+ Hammer
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage, and the target is knocked prone.
+ Hammer|6|2d6+3
+
+
+ Whirl (Recharge 5-6)
+ The statue can use its action to spin at the waist, targeting creatures of its choice within 10 feet of it. Each target must make a DC 13 Dexterity saving throw, taking 19 (3d10+3) bludgeoning damage on a failed save, or half as much damage on a successful one.
+
+
+
+ LizardT
@@ -103741,6 +104303,144 @@ true magic. Other savants are generous teachers, knowledge and good humor.
forest, swamp
+
+ Lizardfolk Commoner
+ M
+ humanoid (lizardfolk)
+ neutral
+ 13 (natural armor)
+ 16 (3d8+3)
+ 30 ft., swim 30 ft.
+ 1510127127
+
+ Perception +3, Stealth +2, Survival +3
+
+
+
+
+
+ 13
+ Draconic
+ 1/4
+
+ Source
+ Ghosts of Saltmarsh p. 241
+
+ Hold Breath
+ The lizardfolk can hold its breath for 15 minutes.
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
+ Bite|4|1d6+2
+
+
+
+ forest, swamp
+
+
+ Lizardfolk Render
+ L
+ humanoid (lizardfolk)
+ neutral
+ 15 (natural armor)
+ 52 (7d10+14)
+ 30 ft., swim 30 ft.
+ 1610147127
+
+ Athletics +5, Perception +3, Survival +5
+
+
+
+
+
+ 13
+ Draconic
+ 3
+
+ Source
+ Ghosts of Saltmarsh p. 241
+
+
+ Blood Frenzy
+ The render has advantage on melee attack rolls against any creatire that doesn’t have all its hit points.
+
+
+ Hold Breath
+ The render can hold its breath for 15 minutes.
+
+
+ Multiattack
+ The render makes two melee attacks, one with a claws and one with its bite.
+
+
+ Claw
+ Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8+3) slashing damage.
+ Claw|5|2d8+3
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.
+ Bite|5|1d10+3
+
+
+ Rend the Field (Recharge 5-6)
+ The render makes a claw attack against each creature of its choice within 10 feet of it. A creature hit by this attack must succeed on a DC 13 strength saving throw or be knocked prone.
+
+
+
+ forest, swamp
+
+
+ Lizardfolk Scaleshield
+ M
+ humanoid (lizardfolk)
+ neutral
+ 16 (scale mail, shield)
+ 32 (5d8+10)
+ 30 ft., swim 30 ft.
+ 1510147127
+
+ Athletics +4, Perception +4, Survival +5
+
+
+
+
+
+ 13
+ Draconic
+ 1
+
+ Source
+ Ghosts of Saltmarsh, p. 241
+
+
+ Hold Breath
+ The lizardfolk can hold its breath for 15 minutes.
+
+
+ Multiattack
+ The scaleshield makes two melee attacks: eacg one with a different weapon
+
+
+ Morningstar
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.
+ Morningstar|4|1d8+2
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
+ Bite|4|1d6+2
+
+
+ Spiked Shield
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage
+ Spiked Shield|5|1d6+2
+
+
+
+ forest, swamp
+ Lizardfolk ShamanM
@@ -103816,6 +104516,152 @@ true magic. Other savants are generous teachers, knowledge and good humor.4, 3, 2
forest, swamp
+
+ Lizardfolk Subchief
+ M
+ humanoid (lizardfolk)
+ neutral
+ 14 (natural armor)
+ 52 (8d8+16)
+ 30 ft., swim 30 ft.
+ 141214101612
+
+ Athletics +4, Perception +5, Survival +5
+
+
+
+
+
+ 15
+ Draconic
+ 3
+
+ Source
+ Ghosts of Saltmarsh, p. 242
+
+
+ Hold Breath
+ The lizardfolk can hold its breath for 15 minutes.
+
+
+ Spellcasting
+ The subchief is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared:
+
+ • Cantrips (at will): light, sacred flame, spare the dying, thaumaturgy
+
+ • 1st Level (4 slots): command, guiding bolt, purify food and drink
+
+ • 2nd Level (3 slots): hold person, lesser restoration, silence
+
+ • 3rd Level (2 slots): bestow curse, dispel magic
+
+
+ Tooth Dagger
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
+ Tooth Dagger|4|1d4+2
+
+
+ Jaws of Semuanya (Recharge 5-6)
+ The subchiefinvokes the primal magic of Semuanya, summoning a spectral maw around a target it can see within 60 feet of it. The target must make a DC 13 Dexterity saving throw, taking 22 (5d8) piercing damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also frightened until the end of its next turn.
+
+ light, sacred flame, spare the dying, thaumaturgy, command, guiding bolt, purify food and drink, hold person, lesser restoration, silence, bestow curse, dispel magic
+ 4, 3, 2
+ forest, swamp
+
+
+ Locathah
+ M
+ humanoid (locathah)
+ neutral
+ 13 (natural armor)
+ 22 (4d8+4)
+ 30 ft., swim 30 ft.
+ 131212111011
+ Dex +5
+ Athletics +3, Perception +2
+
+
+
+
+
+ 12
+ Aquan, Common
+ 1/2
+
+ Source
+ Ghosts of Saltmarsh p. 243
+
+
+ Leviathan Will
+ The locathah has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep
+
+
+ Limited Amphibiousness
+ The locathah can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating
+
+
+ Multiattack
+ The locathah makes two melee attacks with its spear.
+
+
+ Spear
+ Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60ft., one target. Hit: 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.
+ Spear|3|1d6+1
+ Spear|3|1d8+1
+
+
+
+ swamp, underwater
+
+
+ Locathah Hunter
+ M
+ humanoid (locathah)
+ neutral
+ 14 (natural armor)
+ 88 (16d8+16)
+ 30 ft., 30 ft. swim
+ 131412111411
+ Dex +4, Wis +4
+ Athletics +3, Perception +4
+
+
+
+
+
+ 14
+ Aquan, Common
+ 2
+
+ Source
+ Ghosts of Saltmarsh p. 243
+
+
+ Leviathan Will
+ The hunter has advantage on saving throws against spells and effects that control its actions
+
+
+ Limited Amphibiousness
+ The hunter can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating
+
+
+ Multiattack
+ The hutner makes two attacks with its envenonmed crossbow.
+
+
+ Envenomed Crossbow
+ Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit 11 (2d8+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn.
+ Envenomed Crossbow|4|2d8+2
+
+
+ Club
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 4 (1d6+1) bludgeoning damage
+ Club|3|1d6+1
+
+
+
+ swamp, underwater
+ Madam EvaM
@@ -104160,7 +105006,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Lightning Storm
- The kraken creates three bolts of lightning, each of which can strike a target the kraken can see within 150 feet of it. A target must make a DC 16 Dexterity saving throw, taking 16 (3dl0) lightning damage on a failed save, or half as much damage on a successful one.
+ The kraken creates three bolts of lightning, each of which can strike a target the kraken can see within 150 feet of it. A target must make a DC 16 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
@@ -104300,8 +105146,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.unaligned
1245 (7d10+7)
- 5 ft.
-
+ 5 ft.1514121102
@@ -104502,8 +105347,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Marine Decapus
Lmonstrosity
- unaligned
-
+ unaligned14 (natural armor)75 (10d10+20)15 ft., climb 30 ft., swim 30 ft.
@@ -104741,8 +105585,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Marut
Lconstruct (inevitable)
- lawful neutral
-
+ lawful neutral22 (natural armor)432 (32d10+256)40 ft., fly 30 ft. (hover)
@@ -104913,8 +105756,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Maurezhi
Mfiend (demon)
- chaotic evil
-
+ chaotic evil15 (natural armor)88 (16d8+16)30 ft.
@@ -105005,12 +105847,76 @@ true magic. Other savants are generous teachers, knowledge and good humor.
underdark
+
+ Maw of Sekolah
+ H
+ monstrosity
+ neutral evil
+ 12 (natural armor)
+ 114 (12d12+36)
+ 0 ft., 50 ft. swim
+ 2112172147
+ Str +8, Con +6
+ Athletics +8, Perception +5
+
+
+
+
+ darkvision 120 ft.
+ 15
+ Sahuagin, telepathy 100 ft.
+ 7
+
+ Source
+ Ghosts of Saltmarsh p. 244
+
+
+ Legendary Resistance (2/Day)
+ If the maw of Sekolah fails a saving throw, it can choose to succeed instead.
+
+
+ Water Breathing
+ The maw of Sekolah can breathe only underwater
+
+
+ Multiattack
+ The maw of Sekolah makes one attack with its bite and one attack with its tail smash.
+
+
+ Bite
+ Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) piercing damage.
+ Bite|8|2d10+5
+
+
+ Tail Smash
+ Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 9 (1d8+5) bludgeoning damage.
+
+
+ Legendary Actions
+ The maw of Sekolah can take 3. legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The maw regains spent legendary actions at the start of its turn.
+
+
+ Detect
+ The maw of Sekolah makes a Wisdom (Perception) check.
+
+
+ Speed of Sekolah
+ The maw of Sekolah moves up to its speed.
+
+
+ Feed (Costs 2 Actions)
+ The ferocious spirit of Sekolah flashes through the water, tearing through the foes of the maw of Sekolah. Each creature of the maw's choosing within 60 feet of it must make a DC 16 Dexterity saving throw, taking 7 (2d6) slashing damage on a failed save, or half as much damage on a successful one.
+
+
+
+ underdark
+
+
MeazelMhumanoid (meazel)
- neutral evil
-
+ neutral evil13 ()35 (10d8-10)30 ft.
@@ -105214,12 +106120,54 @@ true magic. Other savants are generous teachers, knowledge and good humor.
coastal, underwater
+
+ Merfolk Salvager
+ M
+ humanoid (merfolk)
+ neutral
+ 12
+ 22 (4d8+4)
+ 10 ft., swim 40 ft.
+ 121412111013
+ Dex +4
+ Athletics +3, Perception +2
+
+
+
+
+
+ 12
+ Aquan, Common
+ 1
+
+ Source
+ Ghosts of Saltmarsh, p. 244
+
+ Amphibious
+ The salvager can breathe air and water.
+
+
+ Multiattack
+ The salvager makes two attacks with its coral rapier.
+
+
+ Coral Rapier
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 6 (1d8+2) piercing damage.
+ Coral Rapier|4|1d8+2
+
+
+ Inject Toxin (2/Day)
+ Melee Attack: +4 to hit, reach 5 ft., one target. Hit 6 (1d8+2) piercing damage, and the creature must succeed on a DC 12 Constitution saving throw or be paralyzed until the end of its next turn.
+
+
+
+ coastal, underwater
+ MerregonMfiend (devil)
- lawful evil
-
+ lawful evil16 (natural armor)45 (6d8+18)30 ft.
@@ -105271,8 +106219,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Merrenoloth
Mfiend (yugoloth)
- neutral evil
-
+ neutral evil13 ()40 (9d8)30 ft., swim 40 ft.
@@ -105559,7 +106506,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Tentacles
- Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2dl0+4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10+4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.Grappled:• A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
@@ -105648,7 +106595,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Tentacles
- Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2dl0+4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10+4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.Grappled:• A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
@@ -105730,7 +106677,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Tentacles
- Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2dl0+4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10+4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.Grappled:• A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
@@ -105922,6 +106869,55 @@ true magic. Other savants are generous teachers, knowledge and good humor.
underdark
+
+ Minotaur Living Crystal
+ L
+ construct
+ unaligned
+ 15 (natural armor)
+ 136 (16d10+48)
+ 30 ft.
+ 189166105
+
+
+
+ force
+ lightning, poison
+ charmed, exhaustion, frightened, paralyzed, petrified, poisoned
+ darkvision 60 ft.
+ 10
+ understands the languages of its creator but can’t speak
+ 6
+
+ Source
+ Ghosts of Saltmarsh p. 245
+
+ Immutable Form
+ The statue is immune to any spell or effect that would alter its form.
+
+
+
+ Multiattack
+ The statue makes two attacks, one with its greataxe and one gore attack
+
+
+ Greataxe
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage.
+ Greataxe|6|2d12+4
+
+
+ Gore
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.
+ Gore|6|2d8+4
+
+
+ Flying Shards
+ In reaponse to a creature hitting the statue with a melee weapon attack the statue deals 11 (2d10) piercing damage to the attacker.
+
+
+
+
+ Minotaur SkeletonL
@@ -106083,8 +107079,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Moloch
Lfiend (devil)
- lawful evil
-
+ lawful evil19 (natural armor)253 (22d10+132)30 ft.
@@ -106181,8 +107176,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Molydeus
Hfiend (demon)
- chaotic evil
-
+ chaotic evil19 (natural armor)216 (16d12+112)40 ft.
@@ -106374,6 +107368,79 @@ true magic. Other savants are generous teachers, knowledge and good humor.
+
+ Monstrous Peryton
+ L
+ monstrosity
+ chaotic evil
+ 14 (natural armor)
+ 144 (17d10+51)
+ 20 ft., fly 60 ft.
+ 19141691410
+ Str +9, Dex +6, Wis +6
+ Perception +6
+
+
+
+
+ darkvision 60 ft.
+ 16
+ understands Common and Elvish but can’t speak
+ 11
+
+ Source
+ Ghosts of Saltmarsh p. 245
+
+
+ Flyby
+ The peryton doesn’t provoke opportunity attacks when it flies out of an enemy’s reach
+
+
+ Keen Sight and Smell
+ The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell
+
+
+ Legendary Resistance (3/Day)
+ If the peryton failes a saving throw, it can choose to succeed instead.
+
+
+ Multiattack
+ The peryton makes two attacks, one with its gore and one with its talons.
+
+
+ Gore
+ Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 12 (2d6+5) piercing damage.
+ Gore|9|2d6+5
+
+
+ Talons
+ Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 16 (2d10+5) slashing damage.
+ Talons|9|2d10+5
+
+
+ Warp Shadow
+ The peryton chooses up to three creatures within 60 feet of it that it can see. Each creature must succeed on a DC 14 Wisdom saving throw or become cursed. While cursed, whenever the creature makes an attack roll, an ability check, or a saving throw, it must roll a d4 and subtract that number from the roll. A cursed creature can repeat this saving throw at the end of each of its turns, ending the effect on itself with a success. A creature that succeeds on this saving throw is immune to this peryton's Warp Shadow for 24 hours.
+
+
+ Legendary Actions
+ The peryton can take 3 legendary actions, choose from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The peryton regains spent legendary actions at the start of its turn.
+
+
+ Detect
+ The peryton makes a Wisdom (Perception) check.
+
+
+ Talons Attack
+ The peryton makes one attack with its talons
+
+
+ Dive Attack (Costs 2 Actions)
+ The peryton moves up to its speed towards one target of its choosing. It then makes a gore attack that deals an extra 9 (2d8) piercing damage on a hit.
+
+
+
+
+ MorkothM
@@ -106834,8 +107901,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.lawful neutral
1013 (3d8)
- 30 ft.
-
+ 30 ft.61011131216Deception +5, Nature +3, Persuasion +5, Religion +3
@@ -107039,8 +108105,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Nabassu
Mfiend (demon)
- chaotic evil
-
+ chaotic evil18 (natural armor)190 (20d8+100)40 ft., fly 60 ft.
@@ -107148,8 +108213,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Nagpa
Mhumanoid (nagpa)
- neutral evil
-
+ neutral evil19 (natural armor)187 (34d8+34)30 ft.
@@ -107398,8 +108462,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Narzugon
Mfiend (devil)
- lawful evil
-
+ lawful evil20 (plate armor, shield)112 (15d8+45)30 ft.
@@ -107643,7 +108706,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Poisoned:• A poisoned creature has disadvantage on attack rolls and ability checks.
- Bite|5|1d6+3+4d6
+ Bite|5|1d6+3+5d6Claws
@@ -107753,7 +108816,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Poisoned:• A poisoned creature has disadvantage on attack rolls and ability checks.
- Bite|5|1d6+3+4d6
+ Bite|5|1d6+3+5d6Claws
@@ -108214,8 +109277,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Nightwalker
Hundead
- chaotic evil
-
+ chaotic evil14 ()297 (22d12+154)40 ft., fly 40 ft.
@@ -108227,8 +109289,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.necrotic, poison
exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restraineddarkvision 120 ft.
- 9
-
+ 920
@@ -108331,6 +109392,66 @@ true magic. Other savants are generous teachers, knowledge and good humor.
forest, hill, underdark
+
+ Nimblewright
+ M
+ construct
+ unaligned
+ 18 (natural armor)
+ 45 (6d8+18)
+ 60 ft.
+ 1218178106
+ Dex +6
+ Acrobatics +8, Perception +2
+ bludgeoning, piercing and slashing from nonmagical attacks
+
+
+ exhaustion, frightened, petrified, poisoned
+ darkvision 60 ft.
+ 12
+ understands one language known by its creator but can’t speak
+ 4
+
+ Source
+ Waterdeep: Draon Heist p. 212
+
+ Magical Resistance
+ The nimblewright has advantage on saving throws against spells and other magical effects.
+
+
+ Magic Weapons
+ The nimblewright’s weapon attacks are magical.
+
+
+ Repairable
+ As long as it has at least 1 hit point remaining, the nimblewright regains 1 hit point when a mending spell is cast on it
+
+
+ Sure-Footed
+ The nimblewright has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
+
+
+ Multiattack
+ The nimblewright makes three attacks: two with its rapier and one with its dagger.
+
+
+ Rapier
+ Melee Weapon Attack: +6 to hit, 5 ft., one target. Hit: 8 (1d8+4) piercing damage.
+ Rapier|6|1d8+4
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., or range 20/60 ft., one target. Hit 6 (1d4+4) piercing damage.
+ Dagger|6|1d4+4
+
+
+ Parry
+ The nimblewright adds 2 to its AC against one melee attack that would hit it. To do so, the nimblewright must see the attacker and be wielding a melee weapon.
+
+
+
+
+ NimirH
@@ -108484,8 +109605,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Nupperibo
Mfiend (devil)
- lawful evil
-
+ lawful evil13 (natural armor)11 (2d8+2)20 ft.
@@ -108587,8 +109707,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Oaken Bolter
Mconstruct
- unaligned
-
+ unaligned16 (natural armor)58 (9d8+18)30 ft.
@@ -108697,8 +109816,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Oblex Spawn
Tooze
- lawful evil
-
+ lawful evil13 ()18 (4d4+8)20 ft.
@@ -108874,8 +109992,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Ogre Battering Ram
Lgiant
- chaotic evil
-
+ chaotic evil14 (ring mail)59 (7d10+21)40 ft.
@@ -108887,8 +110004,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
darkvision 60 ft.
- 8
-
+ 8Common, Giant4
@@ -108914,8 +110030,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Ogre Bolt Launcher
Lgiant
- chaotic evil
-
+ chaotic evil13 (hide armor)59 (7d10+21)40 ft.
@@ -108927,8 +110042,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
darkvision 60 ft.
- 8
-
+ 8Common, Giant2
@@ -108942,7 +110056,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Bolt Launcher
- Ranged Weapon Attack: +3 to hit, range 120/480 ft., one target. Hit: 17 (3d10 + 1) piercing damage.
+ Ranged Weapon Attack: +3 to hit, range 120/480 ft., one target. Hit: 17 (3d1[0-100]+[0-100]) piercing damage.Bolt Launcher|3|3d10+1
@@ -108952,8 +110066,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Ogre Chain Brute
Lgiant
- chaotic evil
-
+ chaotic evil11 (hide armor)59 (7d10+21)40 ft.
@@ -108965,8 +110078,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
darkvision 60 ft.
- 8
-
+ 8Common, Giant3
@@ -109012,8 +110124,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Ogre Howdah
Lgiant
- chaotic evil
-
+ chaotic evil13 (breastplate)59 (7d10+21)40 ft.
@@ -109025,8 +110136,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
darkvision 60 ft.
- 8
-
+ 8Common, Giant2
@@ -109179,8 +110289,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Oinoloth
Mfiend (yugoloth)
- neutral evil
-
+ neutral evil17 (natural armor)126 (12d10+60)40 ft.
@@ -110268,7 +111377,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Greataxe
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1dl2+4) slashing damage.
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d102+4) slashing damage.Greataxe|6|1d12+4
@@ -110284,8 +111393,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Orthon
Lfiend (devil)
- lawful evil
-
+ lawful evil17 (half-plate)105 (10d10+50)30 ft., climb 30 ft.
@@ -110989,8 +112097,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Phoenix
Gelemental
- neutral
-
+ neutral18 ()175 (10d20+70)20 ft., fly 120 ft.
@@ -111144,6 +112251,185 @@ true magic. Other savants are generous teachers, knowledge and good humor.
underdark
+
+ Pirate Bosun
+ M
+ humanoid (any race)
+ any
+ 12 (studded leather)
+ 27 (5d8+5)
+ 30 ft.
+ 161113111013
+
+ Athletics +5, Intimidation +3
+
+
+
+
+
+ 10
+ any one language (usually Common)
+ 1/2
+
+ Source
+ Ghosts of Saltmarsh p. 247
+
+
+ Cargo Hauler
+ The bosun has advantage on Strength checks.
+
+
+ Sea Legs
+ The bosun has advantage on ability checks and saving throws to resist being knocked prone.
+
+
+ Light Hammer
+ Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or range 20/60 ft., one target. Hit 5 (1d4+3) bludgeoning damage.
+ Light Hammer|5|1d4+3
+
+
+ Hook
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 7 (1d8+3) piercing damage, and the target is grappled (escape DC 13).
+ Hook|5|1d8+3
+
+
+
+
+
+ Pirate Captain
+ M
+ humanoid (any race)
+ any
+ 14 (studded leather)
+ 45 (7d8+14)
+ 30 ft.
+ 161414111014
+
+ Athletics +5, Intimidation +4
+
+
+
+
+
+ 10
+ any one language (usually Common)
+ 2
+
+ Source
+ Ghosts of Saltmarsh p. 247
+
+
+ Flourish
+ The captain adds its Charisma modifier to the damage for its longsword attacks (included in the attack).
+
+
+ Sea Legs
+ The captain has advantage on ability checks and saving throws to resist being knocked prone.
+
+
+ Multiattack
+ The captain makes two attacks, one with its hand crossbow and one with its longsword.
+
+
+ Hand Crossbow
+ Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit 5 (1d6+2) piercing damage.
+ Hand Crossbow|5|1d6+2
+
+
+ Longsword
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 9 (1d8+5) slashing damage, or 10 (1d10+5) slashing damage if used with two hands.
+ Longsword|5|1d8+5
+ Longsword|5|1d10+5
+
+
+ Shape Up, Ye Dog (2/day)
+ Whenever a friendly crearure within 30 feet of the captain that can hear it misses with an attack, the captain can yell perilous threats to allow that creature to reroll the attack roll.
+
+
+
+
+
+ Pirate Deck Wizard
+ M
+ humanoid (any race)
+ any
+ 12 (15 with mage armor)
+ 32 (5d8+10)
+ 30 ft.
+ 101414161311
+
+ Arcana +5, Perception +3
+
+
+
+
+
+ 13
+ any one language (usually Common)
+ 1
+
+ Source
+ Ghosts of Saltmarsh p. 248
+
+
+ Sea Legs
+ The wizard has advantage on ability checks and saving throws to resist being knocked prone.
+
+
+ Spellcasting
+ The deck wizard is a 4th-level spellcaster, its spellcasting ability is Intelligence (spell save DC 11, +5 to hit with spell attacks). It has the following wizard spells prepared:
+ Cantrips (at will): friends, mage hand, prestidigitation, ray of frost.
+ 1st level (4 slots): disguise self, fog cloud, mage armor, witch bolt.
+ 2nd level (3 slots): gust of wind, Melf’s acid arrow, misty step.
+
+
+ Quarterstaff
+ Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit 3 (1d6) bludgeoning damage.
+ Quarterstaff|2|1d6
+
+ friends, mage hand, prestidigitation, ray of frost, disguise self, fog cloud, mage armor, witch bolt, gust of wind, Melf’s acid arrow, misty step
+ 4,4,3
+
+
+ Pirate First Mate
+ M
+ humanoid (any race)
+ any
+ 16 (chain mail)
+ 26 (4d8+8)
+ 30 ft.
+ 141114111013
+
+ Athletics +4, Intimidation +3
+
+
+
+
+
+ 10
+ any one language (usually Common)
+ 1
+
+ Source
+ Ghosts of Saltmarsh p. 248
+
+
+ Sea Legs
+ The first mate has advantage on ability checks and saving throws to resist being knocked prone.
+
+
+ Multiattack
+ The first mate makes two attacks with its longsword.
+
+
+ Longsword
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands. If the target is a creature, the first mate can choose to deal no damage with the attack to disarm the target. The target must succeed on a DC 14 Strength saving throw or drop one item it is holding on the ground.
+ Longsword|4|1d8+2
+ Longsword|4|1d10+2
+
+
+
+ Pit FiendL
@@ -111651,8 +112937,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.neutral evil
12 (natural armor)26 (4d10+4)
- 30 ft., fly 50 ft.
-
+ 30 ft., fly 50 ft.15131291011Perception +2, Survival +2
@@ -112309,8 +113594,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.yuan-ti), neutral evil
15 (bracers of defense)127 (17d8+51)
- 30 ft.
-
+ 30 ft.171617181821Con +6, Wis +7Deception +8, Persuasion +8, Religion +7, Stealth +6
@@ -112580,8 +113864,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Red Abishai
Mfiend (devil)
- lawful evil
-
+ lawful evil22 (natural armor)255 (30d8+120)30 ft., fly 50 ft.
@@ -112998,8 +114281,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Retriever
Lconstruct
- lawful evil
-
+ lawful evil19 (natural armor)210 (20d10+100)40 ft., climb 40 ft.
@@ -113342,6 +114624,45 @@ true magic. Other savants are generous teachers, knowledge and good humor.
grassland, urban
+
+ Rip Tide Priest
+ M
+ humanoid (human)
+ neutral evil
+ 13 (chain shirt)
+ 52 (8d8+16)
+ 151114101116
+
+ Deception +5, Religion +2, Stealth +2
+
+
+
+
+
+ 10
+ aquan, common
+ 2
+
+ Source
+ Ghosts of Saltmarsh, p. 248
+
+
+ Spellcasting
+ The priest is a 5th-level spellcast. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorceror spells:
+ Cantrips (at will): chill touch, mage hand, minor illusion, prestidigitation, ray of frost.
+ 1st level (4 slots): expeditious retreat, magic missile, shield.
+ 2nd level (3 slots): blur, hold person.
+ 3rd level (2 slots): sleet storm.
+
+
+ Quarterstaff
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage.
+ Quarterstaff|4|1d8+2
+
+ chill touch, mage hand, minor illusion, prestidigitation, ray of frost, expeditious retreat, magic missile, shield, blur, hold person, sleet storm
+ 6,4,3,2
+
+ RocG
@@ -113474,8 +114795,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Rot Troll
Lgiant
- chaotic evil
-
+ chaotic evil16 (natural armor)138 (12d10+72)30 ft.
@@ -113674,8 +114994,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Rutterkin
Mfiend (demon)
- chaotic evil
-
+ chaotic evil12 ()37 (5d8+15)20 ft.
@@ -113775,8 +115094,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Sacred Statue
Lconstruct
- as the eidolon’s alignment
-
+ as the eidolon’s alignment19 (natural armor)95 (10d10+40)25 ft.
@@ -113985,6 +115303,182 @@ true magic. Other savants are generous teachers, knowledge and good humor.
coastal, underwater
+
+ Sahuagin Blademaster
+ M
+ humanoid (sahuagin)
+ lawful evil
+ 20 (plate armor and shield)
+ 97 (15d8+30)
+ 30 ft., swim 40 ft.
+ 161214121112
+ Str +6, Con +6
+ Athletics +6, Intimidation +4
+
+
+
+
+ darkvision 120 ft.
+ 10
+ Sahuagin
+ 6
+
+ Source
+ Ghosts of Saltmarsh, p. 249
+
+ Blood Frenzy
+ The blademaster has advantage on melee attack rolls against any creature that doesn't have all its hit points.
+
+
+ Limited Amphibiousness
+ The blademaster can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
+
+
+ Shark Telepathy
+ The blademaster can magically command any shark within 120 feet of it, using a limited telepathy.
+
+
+ Multiattack
+ The blademaster makes three attacks with its wavecutter blade, or one attack with its bite and two with its claws.
+
+
+ Wavecutter Blade
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing damage.
+ Wavecutter Blade|7|2d8+3
+
+
+ Bite
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.
+ Bite|8|1d10+3
+
+
+ Claws
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.
+ Claws|6|1d8+3
+
+
+
+ coastal, underwater
+
+
+ Sahuagin Champion
+ M
+ humanoid (sahuagin)
+ lawful evil
+ 16 (natural armor)
+ 71 (13d8+13)
+ 30 ft., swim 40 ft.
+ 16141212139
+
+ Perception +5
+
+
+
+
+ darkvision 120 ft.
+ 15
+ Sahuagin
+ 3
+
+ Source
+ Ghosts of Saltmarsh, p. 249
+
+ Blood Frenzy
+ The champion has advantage on melee attack rolls against any creature that doesn't have all its hit points.
+
+
+ Limited Amphibiousness
+ The champion can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
+
+
+ Shark Telepathy
+ The champion can magically command any shark within 120 feet of it, using a limited telepathy.
+
+
+ Multiattack
+ The champion makes three attacks with its spear, or one attack attack with its bite and two with its claws.
+
+
+ Spear
+ Melee Weapon Attack: +5 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 6 (1d6+3) piercing, or 7 (1d8+3) piercing damage if used with two hands to make a melee attack.
+ Spear|5|1d6+3
+ Spear|5|1d8+3
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.
+ Bite|5|1d4+3
+
+
+ Claws
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
+ Claws|5|1d6+3
+
+
+
+ coastal, underwater
+
+
+ Sahuagin Coral Smasher
+ M
+ humanoid (sahuagin)
+ lawful evil
+ 14 (natural armor)
+ 33 (6d8+6)
+ 30 ft., swim 40 ft.
+ 16121212139
+
+ Perception +5
+
+
+
+
+ darkvision 120 ft.
+ 15
+ Sahuagin
+ 1
+
+ Source
+ Ghosts of Saltmarsh, p. 249
+
+ Blood Frenzy
+ The coral smasher has advantage on melee attack rolls against any creature that doesn't have all its hit points.
+
+
+ Limited Amphibiousness
+ The coral smasher can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
+
+
+ Shark Telepathy
+ The coral smasher can magically command any shark within 120 feet of it, using a limited telepathy.
+
+
+ Siege Monster
+ The coral smasher can magically command any shark within 120 feet of it, using a limited telepathy.
+
+
+ Multiattack
+ The coral smasher makes two attacks with its warhammer, or one attack with its bite and one with its claws.
+
+
+ Warhammer
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 7 (1d8+3) bludgeoning damage.
+ Warhammer|5|1d8+3
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.
+ Bite|5|1d4+3
+
+
+ Claws
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4+3) slashing damage.
+ Claws|5|1d4+3
+
+
+
+ coastal, underwater
+ Sahuagin PriestessM
@@ -114712,7 +116206,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Fiery Teleport (Costs 2 Actions)
- Severin, along with any objects he is wearing or carrying, teleports up to 60 feet to an unoccupied space he can see. Each creature within 5 feet of Severin before he teleports takes 5 (1dlO) fire damage.
+ Severin, along with any objects he is wearing or carrying, teleports up to 60 feet to an unoccupied space he can see. Each creature within 5 feet of Severin before he teleports takes 5 (1d10O) fire damage.Fiery Teleport|0|1d10
@@ -114778,8 +116272,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Shadow Dancer
Mhumanoid (elf)
- neutral
-
+ neutral15 (studded leather)71 (13d8+13)30 ft.
@@ -115373,8 +116866,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Sibriex
Hfiend (demon)
- chaotic evil
-
+ chaotic evil19 (natural armor)150 (12d12+72)0 ft., fly 20 ft. (hover)
@@ -115684,7 +117176,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Longsword
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1dlO + 4) slashing damage if used with two hands.
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10O + 4) slashing damage if used with two hands.Longsword|6|1d8+4Two Handed|6|1d10+4
@@ -115842,8 +117334,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Skulk
Mhumanoid
- chaotic neutral
-
+ chaotic neutral14 ()18 (4d8)30 ft.
@@ -115855,8 +117346,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.radiant
blindeddarkvision 120 ft.
- 8
-
+ 8understands Common but can’t speak1/2
@@ -115893,8 +117383,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Skull Lord
Mundead
- lawful evil
-
+ lawful evil18 (plate)105 (14d8+42)30 ft.
@@ -116278,8 +117767,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Soul Monger
Mhumanoid (elf)
- neutral
-
+ neutral15 (studded leather)123 (19d8+38)30 ft.
@@ -116641,8 +118129,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Spirit Troll
Lgiant
- chaotic evil
-
+ chaotic evil17 (natural armor)97 (15d10+15)30 ft.
@@ -116674,7 +118161,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Bite
- Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 19 (3d10 + 3) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 19 (3d10+3) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Stunned:• A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
@@ -116696,8 +118183,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Spring Eladrin
Mfey (elf)
- chaotic neutral
-
+ chaotic neutral19 (natural armor)127 (17d8+51)30 ft.
@@ -116878,8 +118364,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Star Spawn Grue
Saberration
- neutral evil
-
+ neutral evil11 ()17 (5d6)30 ft.
@@ -116913,8 +118398,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Star Spawn Hulk
Laberration
- chaotic evil
-
+ chaotic evil16 (natural armor)136 (13d10+65)30 ft.
@@ -116970,8 +118454,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Star Spawn Larva Mage
Maberration
- chaotic evil
-
+ chaotic evil16 (natural armor)168 (16d8+96)30 ft.
@@ -117055,8 +118538,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Star Spawn Mangler
Maberration
- chaotic evil
-
+ chaotic evil14 ()71 (13d8+13)40 ft., climb 40 ft.
@@ -117092,7 +118574,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Claw|7|1d8+4
- Flurry of Claws (Recharge 4_6)
+ Flurry of Claws (Recharge 4-6)The mangler makes six claw attacks against one target. Either before or after these attacks, it can move up to its speed as a bonus action without provoking opportunity attacks.
@@ -117102,8 +118584,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Star Spawn Seer
Maberration
- neutral evil
-
+ neutral evil17 (natural armor)153 (18d8+72)30 ft.
@@ -117310,8 +118791,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Steel Predator
Lconstruct
- lawful evil
-
+ lawful evil20 (natural armor)207 (18d10+108)40 ft.
@@ -117487,8 +118967,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Stone Cursed
Mconstruct
- lawful evil
-
+ lawful evil17 (natural armor)19 (3d8+4)10 ft.
@@ -117500,8 +118979,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.poison
charmed, exhaustion, frightened, petrified, poisoned
- 9
-
+ 9the languages it knew in life1
@@ -117551,8 +119029,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Stone Defender
Mconstruct
- unaligned
-
+ unaligned16 (natural armor)52 (7d8+21)30 ft.
@@ -117851,8 +119328,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.unaligned
15 (natural armor)157 (15d10+75)
- 50 ft. (in one direction chosen at the start of its turn)
-
+ 50 ft. (in one direction chosen at the start of its turn)221212113
@@ -118296,8 +119772,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.chaotic evil
1227 (5d8+5)
- 30 ft., climb 30 ft.
-
+ 30 ft., climb 30 ft.1415129139Athletics +6, Perception +3
@@ -118403,8 +119878,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Summer Eladrin
Mfey (elf)
- chaotic neutral
-
+ chaotic neutral19 (natural armor)127 (17d8+51)50 ft.
@@ -118416,8 +119890,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
darkvision 60 ft.
- 9
-
+ 9Common, Elvish, Sylvan10
@@ -119006,8 +120479,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Sword Wraith Commander
Mundead
- lawful evil
-
+ lawful evil18 (breastplate, shield)127 (15d8+60)30 ft.
@@ -119062,8 +120534,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Sword Wraith Warrior
Mundead
- lawful evil
-
+ lawful evil16 (chain shirt, shield)45 (6d8+18)30 ft.
@@ -119075,8 +120546,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.poison
exhaustion, frightened, poisoned, unconsciousdarkvision 60 ft.
- 9
-
+ 9the languages it knew in life3
@@ -119110,8 +120580,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.chaotic good
14 (leather armor)40 (9d8)
- 30 ft., climb 20 ft.
-
+ 30 ft., climb 20 ft.101711131415Athletics +2, Perception +4, Stealth +5, Survival +6
@@ -119679,7 +121148,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Longsword
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1dlO + 3) slashing damage if used with two hands.
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10O + 3) slashing damage if used with two hands.Longsword|5|1d8+3Two Handed|5|1d10+3
@@ -119754,8 +121223,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.The Angry
Mmonstrosity
- neutral evil
-
+ neutral evil18 (natural armor)255 (30d8+120)30 ft.
@@ -119798,8 +121266,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.The Hungry
Mmonstrosity
- neutral evil
-
+ neutral evil17 (natural armor)225 (30d8+90)30 ft.
@@ -119856,8 +121323,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.The Lonely
Mmonstrosity
- neutral evil
-
+ neutral evil16 (natural armor)112 (15d8+45)30 ft.
@@ -119910,8 +121376,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.The Lost
Mmonstrosity
- neutral evil
-
+ neutral evil15 (natural armor)78 (12d8+24)30 ft.
@@ -119923,8 +121388,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
darkvision 60 ft.
- 8
-
+ 8Common7
@@ -120036,10 +121500,9 @@ true magic. Other savants are generous teachers, knowledge and good humor.The Wretched
Smonstrosity
- neutral evil
-
+ neutral evil15 (natural armor)
- 10 (4d6-4)
+ 10 (4d6+4)40 ft.7129565
@@ -120049,8 +121512,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
darkvision 60 ft.
- 8
-
+ 81/4
@@ -120062,7 +121524,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Bite
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) piercing damage, and the Wretched attaches to the target. While attached, the Wretched can't attack, and at the start of each of the Wretched's turns, the target takes 6 (1d10 + 1) necrotic damage.
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10+1) piercing damage, and the Wretched attaches to the target. While attached, the Wretched can't attack, and at the start of each of the Wretched's turns, the target takes 6 (1d1[0-100]+[0-100]) necrotic damage. The attached Wretched moves with the target whenever the target moves, requiring none of the Wretched's movement. The Wretched can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach a Wretched.Bite|3|1d10+1
@@ -120601,8 +122063,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Titivilus
Mfiend (devil)
- lawful evil
-
+ lawful evil20 (natural armor)127 (17d8+51)40 ft., fly 60 ft.
@@ -120776,8 +122237,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Topi
Sundead
- chaotic evil
-
+ chaotic evil13 (natural)13 (3d6+3)30 ft.
@@ -120818,8 +122278,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Tortle
Mhumanoid (tortle)
- lawful good
-
+ lawful good17 (natural)22 (4d8+4)30 ft.
@@ -120875,8 +122334,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Tortle Druid
Mhumanoid (tortle)
- lawful neutral
-
+ lawful neutral17 (natural)33 (6d8+6)30 ft.
@@ -121510,7 +122968,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Acid Spray (Recharge 6)The troglodyte spits acid in a line 15 feet long and 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.
- Acid Spray| |3d6
@@ -121694,8 +123151,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.poison
poisoneddarkvision 60 ft.
- 6
-
+ 68
@@ -123024,8 +124480,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Venom Troll
Lgiant
- chaotic evil
-
+ chaotic evil15 (natural armor)94 (9d10+45)30 ft.
@@ -123788,8 +125243,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Wastrilith
Lfiend (demon)
- chaotic evil
-
+ chaotic evil18 (natural armor)157 (15d10+75)30 ft., swim 80 ft.
@@ -124456,8 +125910,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.White Abishai
Mfiend (devil)
- lawful evil
-
+ lawful evil15 (natural armor)68 (8d8+32)30 ft., fly 40 ft.
@@ -124902,8 +126355,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Winter Eladrin
Mfey (elf)
- chaotic neutral
-
+ chaotic neutral19 (natural armor)127 (17d8+51)30 ft.
@@ -125487,8 +126939,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Yagnoloth
Lfiend (yugoloth)
- neutral evil
-
+ neutral evil17 (natural armor)147 (14d10+70)40 ft.
@@ -125926,8 +127377,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
charmed, exhaustionblindsight 30 ft.
- 8
-
+ 81/4
@@ -126165,7 +127615,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Slam (Bite in Spider Form)
- Melee Weapon Attack: +6 to hit, reach 5 ft. (10 ft. in demon form}, one target. Hit: 5 (1d6+2) bludgeoning (piercing in spider form) damage plus 21 (6d6) poison damage.
+ Melee Weapon Attack: +6 to hit, reach 5 ft. (10 ft. in demon form), one target. Hit: 5 (1d6+2) bludgeoning (piercing in spider form) damage plus 21 (6d6) poison damage.Slam/Bite|6|1d6+2+6d6
@@ -126547,8 +127997,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Young Kruthik
Smonstrosity
- unaligned
-
+ unaligned16 (natural armor)9 (2d6+2)30 ft., burrow 10 ft., climb 30 ft.
@@ -127899,8 +129348,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Zaratan
Gelemental
- neutral
-
+ neutral21 (natural armor)307 (15d20+150)40 ft., swim 40 ft.
@@ -127960,7 +129408,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.
Stomp
- Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) bludgeoning damage.
+ Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 26 (3d1[0-100]+[0-100]0) bludgeoning damage.Stomp|17|3d10+10
@@ -128014,8 +129462,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Zariel
Lfiend (devil)
- lawful evil
-
+ lawful evil21 (natural armor)580 (40d10+360)50 ft., fly 150 ft.
@@ -130135,4 +131582,4 @@ true magic. Other savants are generous teachers, knowledge and good humor.
-
+
\ No newline at end of file